The Angband Ladder: Norosje III, Dark Elf Archer by konijn_

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

 Name   Norosje III                              Self  RB  CB  EB   Best
 Sex    Male              Age       121   STR:  18/74  +0  +2  +6 18/154
 Race   Dark Elf          Height     56   INT:  18/94  +2  +0  +2 18/134
 Class  Archer            Weight    125   WIS:     16  -2  -1  +3     16
 Title  Elete Archer      Status     42   DEX! 18/100  +2  +2  +4 18/180
 HP     -608/592          Maximize    Y   CON:  18/91  -1  +1  +3 18/121
 SP     203/215                           CHR:  18/30  -2  +0  +0  18/10

 Level           43       Armor    [30,+92]     Saving Throw          70
 Cur Exp    2758850       Fight   (+27,+22)     Fighting             246
 Max Exp    2758850       Melee   (+42,+48)     Shooting             401
 Adv Exp    3003000       Shoot   (+42,+18)     Throwing             282
 MaxDepth    Lev 81       Blows      5/turn     Disarming             96
 Turns      2222221       Shots      2/turn     Magic Device          83
 Gold        130413       Stealth        10     Alertness             37
 Burden   230.9 lbs       Energy       360%     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:........+....      :.............


  [Last Messages]

> You have 23 bolts (acid coated) (1d5) (+4,+4) (n).
> The bolt (acid coated) (1d5) (+4,+4) hits Huan, Wolfhound of the Valar.
> Huan, Wolfhound of the Valar shrugs off the attack.
> You have 22 bolts (acid coated) (1d5) (+4,+4) (n).
> The bolt (acid coated) (1d5) (+4,+4) hits Huan, Wolfhound of the Valar.
> Huan, Wolfhound of the Valar shrugs off the attack.
> You have 21 bolts (acid coated) (1d5) (+4,+4) (n).
> You have 20 bolts (acid coated) (1d5) (+4,+4) (n).
> The bolt (acid coated) (1d5) (+4,+4) hits Huan, Wolfhound of the Valar.
> Huan, Wolfhound of the Valar shrugs off the attack.
> You have 19 bolts (acid coated) (1d5) (+4,+4) (n).
> The bolt (acid coated) (1d5) (+4,+4) hits Huan, Wolfhound of the Valar.
> Huan, Wolfhound of the Valar shrugs off the attack.
> Huan, Wolfhound of the Valar breathes frost.
> You die.


  [Character Equipment]

a) a two-handed sword (Holy Avenger) (3d6) (+15,+16) [+3] (+1)
   It increases your wisdom by 1.  It slays demons, undead, and all
   evil creatures.  It provides resistance to fear and life draining.  
   It sustains your charisma.  It is good and hates evil.  
   
   With this weapon, you would currently get 5 blows per round.
   Each blow will do an average damage of 79 against evil creatures, 
   104.5 against demons, 104.5 against undead, and 53.5 against other
   monsters.  Your chance of scoring a critical hit with this weapon is
   1 in 8.
   
b) a heavy crossbow of Extra Shots (ML4) (+15,+18) (+1)
   It increases your shooting speed by 1.  
   
   A launcher with an multiplier level (ML) of 4 actually multiplies
   damage by x3.5
   Examine ammo to see average damage.
   
c) a Star Ruby Ring of See Invisible of Eregion (+2 to speed)
   It increases your speed by 2.  It grants you darkvision and the
   ability to see invisible things.  
   
d) a Tourmaline Ring of Nether Resistance
   It provides resistance to nether.  
   
e) The Amulet of Carlammas (+2)
   It increases your constitution by 2.  It provides resistance to fire.
   It activates for protection from evil every 225+d225 turns.  It
   cannot be harmed by the elements.  
   
f) a brass lantern of Darkvision (9248 turns)
   It usually provides light of radius 1.  It grants you darkvision.  
   It cannot be harmed by fire.  
   
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 '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.  
   
i) a main gauche of Westernesse (1d3) (+9,+9) [2,+9] (+1 to alertness)
   It increases your strength, dexterity, and constitution by 1.   It
   increases your alertness by 5.  It slays orcs, trolls, and giants.  
   It grants you immunity to paralysis.  
   
   With this weapon, you would currently get 5 blows per round.  You
   can wield this weapon in your off hand for defence.
   Each blow will do an average damage of 34.5 against orcs, 34.5
   against trolls, 34.5 against giants, and 25.5 against other monsters. 
   Your chance of scoring a critical hit with this weapon is 1 in 13.
   
j) 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.  
   
k) a set of cestus of Power (+1,+3) [5,+9] (+5)
   It increases your strength by 5.  
   
l) a pair of metal shod boots of Speed [6,+9] (+10)
   It increases your speed by 10.  
   


  [Character Equipment -- Quiver]

n) 19 bolts (acid coated) (1d5) (+4,+4)
   It cannot be harmed by acid.  
   
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 87.5.  Your chance of scoring a critical shot
   shooting this ammo from your current launcher is 1 in 10.
   
o) 57 bolts (acid coated) (1d5) (+0,+0)
   It cannot be harmed by acid.  
   
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 73.5.  Your chance of scoring a critical shot
   shooting this ammo from your current launcher is 1 in 10.
   
p) 41 seeker bolts (acid coated) (4d5) (+4,+4)
   It cannot be harmed by acid.  
   
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 119.  Your chance of scoring a critical shot
   shooting this ammo from your current launcher is 1 in 10.
   


  [Character Inventory]

a) 5 Books of Alchemy [Beginner's Mixing]
   
   
b) 6 Books of Alchemy [Commonly Used Potions]
   It cannot be harmed by acid.  
   
c) 7 Books of Alchemy [Chemical Detections & Tools]
   
   
d) 5 Books of Alchemy [Quick Getaways: Thieves' edition]
   
   
e) 14 Yellow Speckled Potions of Speed
   
   
f) 12 Hazy Potions of Heroism
   
   
g) 8 Canescent Potions of Cure Critical Wounds
   
   
h) a Smoky Potion of Restore Mana
   
   
i) 2 Crimson Potions of Restore Life Levels
   
   
j) 6 Scrolls titled "sitabor ellico" of Phase Door
   
   
k) 3 Scrolls titled "purruo si ca" of Teleportation
   
   
l) 8 Scrolls titled "dignax suptus" of Word of Recall
   
   
m) a Gold-Plated Rod of Mapping (charging)
   
   
n) 5 Mithril-Plated Rods of Detection (1 charging)
   It cannot be harmed by lightning.  
   
o) 2 Mithril Rods of Teleport Other
   
   
p) a Steel-Plated Rod of Acid Balls
   
   
q) a Druj Bone Wand of Teleport Other (8 charges)
   
   
r) a Zircon Ring of Resist Poison of Eregion (+1 to speed)
   It increases your speed by 1.  It provides resistance to poison.  It 
   speeds your regeneration.  
   
s) a Citrine Ring of Speed (+8)
   It increases your speed by 8.  
   
t) a bastard sword (3d4) (+4,+5)
   
   
   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 10.
   


  [Home Inventory]

a) 8 Books of Alchemy [Missile Magic]
   It cannot be harmed by the elements.  
   
b) 5 Books of Alchemy [Advanced Archer's Tactics]
   It cannot be harmed by the elements.  
   
c) 3 Waxy Mushrooms of Pricy Luckfinding
   
   
d) 3 Gelatinous Mushrooms of Clear Mind
   
   
e) 9 Mauve Potions of Purity
   
   
f) 92 Yellow Speckled Potions of Speed
   
   
g) 26 Blue Potions of Healing
   
   
h) 5 Black Potions of *Healing*
   
   
i) a Purple Speckled Potion of Life
   
   
j) 17 Smoky Potions of Restore Mana
   
   
k) 2 Dark Red Potions of Super Spellcasting
   
   
l) 11 Violet Potions of Enlightenment
   
   
m) 29 Scrolls titled "purruo si ca" of Teleportation
   
   
n) 23 Scrolls titled "eto cor" of *Identify*
   
   
o) 11 Scrolls titled "lortor cedo" of *Destruction*
   
   
p) 7 Scrolls titled "anseper ne la" of Banishment
   
   
q) a Spruce Staff of Telekinesis (1d5) (+6,+6) (5 charges)
   
   
   With this weapon, you would currently get 5 blows per round.
   Each blow will do an average damage of 28.5.  Your chance of scoring
   a critical hit with this weapon is 1 in 13.
   
r) 2 Hawthorn Staffs of Mana-free Spellcasting (1d5) (+0,+0) (19 charges)
   
   
   With this weapon, you would currently get 5 blows per round.
   Each blow will do an average damage of 22.5.  Your chance of scoring
   a critical hit with this weapon is 1 in 14.
   
s) a Marble Ring of Constitution of Warfare (+4,+4) (+3)
   It increases your constitution by 3.  It sustains your constitution.
   
   
t) a Citrine Ring of Speed (+6)
   It increases your speed by 6.  
   
u) 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.  
   
v) The chain mail of Arvedui (-2) [14,+15] (+2)
   It increases your strength and charisma by 2.  It provides
   resistance to acid, electricity, fire, cold, shards, and nexus.  It
   cannot be harmed by the elements.  
   
w) a druid robe of Elvenkind (+0,+0) [3,+19] (+2 to stealth)
   It increases your stealth by 2.  It provides resistance to acid, 
   electricity, fire, cold, and disenchantment.  It cannot be harmed by
   the elements.  
   
x) a long sword of Westernesse (2d5) (+10,+9) (+2 to alertness)
   It increases your strength, dexterity, and constitution by 2.   It
   increases your alertness by 10.  It slays orcs, trolls, and giants.  
   It grants you immunity to paralysis.  
   
   With this weapon, you would currently get 5 blows per round.
   Each blow will do an average damage of 80.1 against orcs, 80.1
   against trolls, 80.1 against giants, and 40.7 against other monsters. 
   Your chance of scoring a critical hit with this weapon is 1 in 9.
   
y) The halberd 'Osondir' (3d5) (+6,+9) (+3)
   It increases your charisma by 3.  It slays giants and undead.  It is
   branded with fire.  It provides resistance to fire and sound.  It 
   makes you fall like a feather.  It grants you the ability to see
   invisible things.  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 93 against giants, 93 against
   undead, 93 against fire-vulnerable creatures, +6 when both a slay
   and brand apply, and 45 against other monsters.  Your chance of
   scoring a critical hit with this weapon is 1 in 9.
   
z) 23 seeker bolts (acid coated) (4d5) (+7,+5)
   It cannot be harmed by acid.  
   
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 122.5.  Your chance of scoring a critical shot
   shooting this ammo from your current launcher is 1 in 10.
   
{) 30 seeker arrows (4d4) (+4,+5)
   
   
|) 54 seeker arrows (4d4) (+4,+4)
   
   


  [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 20.10.2009 13:00
Last updated on 26.10.2009 15:35

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

Comments

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On 20.10.2009 13:00 konijn_ wrote:
Comments wanted, just found {splendid} boots of speed +10 ;\ Which dept should I be cruising now ?

On 20.10.2009 15:08 fizzix wrote:
man, i haven't found anything near that good...

although you have played for about 3x the turns I have. I dunno how you guys have the patience for that...

On 20.10.2009 18:31 konijn_ wrote:
Pick of Earthquake has not earthquaked so far, I think it should earthquake with every critical which is one in 10. I massacred 10 aranea ( requiring multiple hits per monsters ) and it never triggered.

On 20.10.2009 18:32 konijn_ wrote:
Also, now, post level 35, money finally starts slowing, and the increased money drops are sufficient.

On 20.10.2009 19:48 konijn_ wrote:
Little deeper, better armor, still 6 levels higher than fizzix & Bagplant

On 20.10.2009 20:11 will_asher wrote:
Pick of Earthquakes almost never triggers in V either (at least in 3.0.9). In V3.0.9, it has to do at least 50 damage (before criticals and object to-dam bonus) in order to trigger. I made it a little more likely in DJA, but I didn't change it enough. I agree, I'll probably make it triiger whenever it gets a critical hit.

On 20.10.2009 20:44 fizzix wrote:
you'll definitely make it further than me. Unless I get lucky and start finding things. It's only a matter of time until I'm insta-killed by some big breather.

On 20.10.2009 22:08 konijn_ wrote:
Yah, Ancient Silver Dragons are _scary_.
Used all my healing potions, 99 bolts, speed and all my phase door scrolls and half of teleport scrolls.

Still no game ;\ Vrock demons where awesome though, chain summoning got me to level 34.

On 20.10.2009 22:42 Bagplant wrote:
I'd head for 2000' and hang out around there until you get poison resistance. After that I would do a steady dive to around 3500' at whatever pace is most comfortable for you - with +10 permanent speed, telepathy and your CON you should be well set for survival. Hold up at around 2500' until you have enough HP to survive the big breath attacks (700 or so would do) but I suspect you will have by then.

Bear in mind that my last character died to a big breath attack. :) But I don't think my depth was the problem.

Re: turn count, note the branded bolts. At this level the brand spell is high cost/high fail and will chew up a lot of turns if you attempt it (I didn't for this reason). I think turn count says more about how often you rest than diving speed.

Any chance of an updated dump? It sounds like you've moved on a bit since this was posted.

On 21.10.2009 00:18 konijn_ wrote:
More xp, same set up.

On 21.10.2009 22:29 konijn_ wrote:
C. Level 40, D. level 55.
Finally dumped the multi chained weapon for a well endowed 2 handed sword. Check out the ego rings, thats worth some strutting ;)

Tunneldigging is a nice spell/wand. Hellband could use it.

Frickin to hit scrolls will not show up!!! I keep wanting the enchant the arrows in invent so that they stack in home invent.

T.

On 22.10.2009 05:31 fizzix wrote:
holy crap 92 potions of speed and 19 scrolls of *identify* !? That's nuts.

On 22.10.2009 11:35 konijn_ wrote:
Dropped to dlevel 62, some fun :
"The ranger chieftain wakes up the barbazu."
"The barbazu tramples the ranger chieftain."

Maybe monsters should not wake other monsters that can trample them ;)

T.

On 22.10.2009 13:54 fizzix wrote:
I had something similar happen to me in V.

Lorgan, the Easterling summons monsters
The berserker tramples Lorgan, the Easterling.

On 22.10.2009 13:59 konijn_ wrote:
I give up ;(
Crash bug after shooting a coated arrow.
Lots 2 levels ( was level 43 and a Ingwe and other awesome stuff.. )

All variants should have an autosave option unless the author is Ben Harrison ;\

T.

On 22.10.2009 22:07 Bagplant wrote:
Ouch, that sucks. Mental note: save often on my next run. I have yet to encounter a crash playing DaJ so far - maybe I've been lucky.

Is there a depth you're saving the acquirement scrolls for?

On 22.10.2009 23:35 konijn_ wrote:
Saving for dlevel 98 dude !!

;)

T.

On 26.10.2009 15:35 konijn_ wrote:
Dead. After crash confusion, did not realize that I did no longer have all basic resist, got breathed in 1 breath to death by the Maw.

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