The Angband Ladder: Macor, Dark Elf Archer by buzzkill

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

 Name   Macor                                    Self  RB  CB  EB   Best
 Sex    Male              Age       121   STR:  18/01  +0  +2  +2  18/41
 Race   Dark Elf          Height     56   INT:  18/29  +2  +0  +2  18/69
 Class  Archer            Weight    125   WIS:     14  -2  -1  +2     13
 Title  Sharp Shooter     Status     42   DEX:     18  +2  +2  +2  18/60
 HP     276/276           Maximize    Y   CON:     16  -1  +1  +0     16
 SP     61/61                             CHR:     10  -2  +0  +0      8

 Level           31       Armor    [29,+80]     Saving Throw          58
 Cur Exp     198376       Fight   (+11,+22)     Fighting             167
 Max Exp     202124       Melee   (+20,+26)     Shooting             298
 Adv Exp     214500       Shoot   (+24,+17)     Throwing             192
 MaxDepth    Lev 57       Blows      5/turn     Disarming             75
 Turns       378280       Shots      2/turn     Magic Device          66
 Gold         19726       Stealth         7     Alertness             31
 Burden   156.8 lbs       Energy       120%     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) a dagger of Extra Attacks (1d4) (+9,+8) (+2)
   It increases your attack speed by 2.  
   
   With this weapon, you would currently get 5 blows per round.
   Each blow will do an average damage of 29.1.  Your chance of scoring
   a critical hit with this weapon is 1 in 22.
   
b) a long bow of Power (ML3) (+13,+17)
   
   
   A launcher with an multiplier level (ML) of 3 actually multiplies
   damage by x2.625
   Examine ammo to see average damage.
   
c) an Amber Ring of Slaying (+4,+8)
   
   
d) a Quartz Ring of Damage of Eregion (+10) (+2 to speed)
   It increases your speed by 2.  It grants you the ability to see
   invisible things.  
   
e) a Smooth Stone Amulet of Regeneration
   It speeds your regeneration.  
   
f) a brass lantern (14102 turns)
   It usually provides light of radius 2.  It cannot be harmed by fire.
   
   
g) The metal brigandine armour of the Rohirrim [19,+15] (+2)
   It increases your strength and dexterity by 2.  It provides
   resistance to acid, electricity, fire, cold, fear, confusion, and 
   sound.  It cannot be harmed by the elements.  
   
h) a cloak [1,+7]
   
   
i) The large leather shield of Celegorm [4,+20]
   It provides resistance to acid, electricity, fire, cold, light, and 
   dark.  It cannot be harmed by the elements.  
   
j) The hard leather cap of Thranduil [2,+10] (+2)
   It increases your intelligence and wisdom by 2.  It provides
   resistance to blindness.  It grants you the power of telepathy.  It
   cannot be harmed by the elements.  
   
k) The set of mail gauntlets 'Pauraegen' [2,+15]
   It provides resistance to electricity.  It usually provides light of
   radius 4.  It activates for lightning bolt (4d8) every 6+d6 turns.  
   It cannot be harmed by the elements.  
   
l) a pair of leather sandals of Stability [1,+8]
   It provides resistance to nexus.  It makes you fall like a feather.  
   
   


  [Character Equipment -- Quiver]

n) 12 arrows of Slay Demon (1d4) (+7,+7)
   It slays demons.  
   
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 208.5 against demons, and 69.5 against other
   monsters.  Your chance of scoring a critical shot shooting this ammo 
   from your current launcher is 1 in 14.
   
o) 65 arrows (acid coated) (1d4) (+4,+3)
   It cannot be harmed by acid.  
   
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 59.  Your chance of scoring a critical shot
   shooting this ammo from your current launcher is 1 in 14.
   
p) 6 arrows (1d4) (+0,+0)
   
   
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 51.1.  Your chance of scoring a critical shot
   shooting this ammo from your current launcher is 1 in 16.
   


  [Character Inventory]

a) 2 Books of Alchemy [Beginner's Mixing] {@m1}
   
   
b) a Book of Alchemy [Quick Getaways: Thieves' edition]
   
   
c) a Book of Alchemy [Missile Magic]
   It cannot be harmed by the elements.  
   
d) 21 Canescent Potions of Cure Critical Wounds
   
   
e) 8 Scrolls titled "sitabor ellico" of Phase Door
   
   
f) 13 Scrolls titled "ditto co la" of Teleport Level
   
   
g) 35 Scrolls titled "pone ulto no" of Identify
   
   
h) a Tin-Plated Rod of Recall (charging)
   It cannot be harmed by lightning.  
   
i) a Tarnished Silver Rod of Illumination {!!}
   
   
j) a Mithril-Plated Rod of Detection (charging) {!!}
   It cannot be harmed by lightning.  
   
k) a Druj Bone Wand of Teleport Other (3 charges)
   
   
l) a Minotaur Horn Wand of Stone to Mud (5 charges)
   
   
m) a Sphinx Feather Wand of Stinking Cloud (5 charges)
   
   
n) a Maple Staff of Teleportation (1d5) (+0,+0) (9 charges)
   
   
   With this weapon, you would currently get 3 blows per round.
   Each blow will do an average damage of 24.  Your chance of scoring a
   critical hit with this weapon is 1 in 26.
   
o) a Redwood Staff of Mapping (1d5) (+0,+0) (5 charges)
   
   
   With this weapon, you would currently get 3 blows per round.
   Each blow will do an average damage of 24.  Your chance of scoring a
   critical hit with this weapon is 1 in 26.
   
p) a Mahogany Staff of Curing (1d5) (+5,+4) (4 charges)
   
   
   With this weapon, you would currently get 3 blows per round.
   Each blow will do an average damage of 28.  Your chance of scoring a
   critical hit with this weapon is 1 in 21.
   
q) a Cedar Staff of Sleep Monsters (1d5) (-5,-5) (8 charges) {cursed}
   It is cursed.  
   
   With this weapon, you would currently get 3 blows per round.
   Each blow will do an average damage of 19.  Your chance of scoring a
   critical hit with this weapon is 1 in 29.
   
r) a Wych Elm Staff of Power (2d4) (+5,+6) (6 charges)
   
   
   With this weapon, you would currently get 3 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 17.
   
s) a spear of Gondolin (1d6) (+14,+10)
   It slays orcs, trolls, dragons, and demons.  It provides resistance
   to dark.  It usually provides light of radius 1.  It makes you fall
   like a feather.  It grants you immunity to paralysis and the ability
   to see invisible things.  It cannot be harmed by acid or fire.  
   
   With this weapon, you would currently get 3 blows per round.
   Each blow will do an average damage of 47.5 against orcs, 47.5
   against trolls, 47.5 against dragons, 47.5 against demons, and 34.5
   against other monsters (add +1.6 damage against creatures vulnerable
   to light).  Your chance of scoring a critical hit with this weapon
   is 1 in 17.
   
t) a javelin (1d7)
   
   
u) a gnomish shovel (1d2) (+0,+0) (+2)
   It increases your tunneling by 2.  
   
   With this weapon, you would currently get 3 blows per round.
   Each blow will do an average damage of 22.8 (add +2.4 damage against
   creatures vulnerable to rock remover).  Your chance of scoring a
   critical hit with this weapon is 1 in 22.
   


  [Home Inventory]

a) a Book of Alchemy [Commonly Used Potions]
   It cannot be harmed by acid.  
   
b) a Book of Alchemy [Chemical Detections & Tools]
   
   
c) a Book of Alchemy [Missile Magic]
   It cannot be harmed by the elements.  
   
d) 2 Gelatinous Mushrooms of Clear Mind
   
   
e) 3 Mauve Potions of Purity
   
   
f) 2 Blue Potions of Healing
   
   
g) 4 Smoky Potions of Restore Mana
   
   
h) an Indigo Potion of Restore Brawn
   
   
i) 25 Scrolls titled "pone ulto no" of Identify
   
   
j) 4 Scrolls titled "findo revigo" of Remove Curse
   
   
k) a Scroll titled "lortor cedo" of *Destruction*
   
   
l) a Platinum Rod of Slow Monster
   
   
m) 2 Bronze-Plated Rods of Acid Bolts
   
   
n) a Lead Rod of Frost Bolts (charging) {!!}
   
   
o) 2 Druj Bone Wands of Teleport Other (3 charges)
   
   
p) a Birch Staff of Identify (1d5) (11 charges) {cursed}
   
   
   With this weapon, you would currently get 3 blows per round.
   
q) a Hazel Staff of Earthquakes (1d5) (+4,+3) (5 charges)
   
   
   With this weapon, you would currently get 3 blows per round.
   Each blow will do an average damage of 27.  Your chance of scoring a
   critical hit with this weapon is 1 in 21.
   
r) a Flawed Diamond Ring of Acid [+12]
   It brands your melee blows with acid.  It provides resistance to 
   acid.  It activates for acid resistance (20+d20 turns) and acid ball
   (70) every 50+d50 turns.  It cannot be harmed by acid.  
   
s) Bronze Dragon Scale Mail (-2) [30,+10]
   It provides resistance to confusion.  It activates for breathe
   confusion (120) every 450+d450 turns.  It cannot be harmed by the
   elements.  
   
t) a pair of metal shod boots (Dwarven) [6,+22] (+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.  
   
u) 16 bolts (1d5) (+3,+2)
   
   
v) 23 bolts (1d5) {excellent}
   
   
w) 28 bolts (1d5) {excellent}
   
   
x) 26 seeker bolts (4d5) {good}
   
   
y) 26 rounded pebbles (1d2) {good}
   
   
z) 27 rounded pebbles (1d2) {good}
   
   
{) 17 iron shots (1d4) {good}
   
   


  [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 24.10.2009 19:47
Last updated on 4.11.2009 15:21

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

Comments

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On 24.10.2009 19:53 buzzkill wrote:
The successor to Mador, this is my 2nd successful start. I'm going a little more slowly this time. I find it hard to believe that auto-scum is turned on. I owe my success up to this point to my large collection of wands. Sleep and slow and confusion that are actually effective, AMAZING! I also like the way enemies of different types actually hit each other with missile attacks.

On 27.10.2009 03:20 buzzkill wrote:
OK, sleep and slow and confusion may actually be too effective. I don't think that they ever fail to work, and are so plentiful that a can use a charge on almost everything I meet. Things were getting too easy so I stepped up the pace a little and the equipment finds kept up (that never happens). The Bow of Power is doing it's job. Studded leather of resistance covers the 4 basics. The cap of light expands my light radius by 1, which mean an extra arrow in just about everyone of my foes, softening them up. The Wand of TO is just icing on the cake, haven't needed it yet. Some more semi-fast descent still to come.

On 28.10.2009 03:27 buzzkill wrote:
OK, I've started to encounter enemies that resist sleep, slow and confusion. Now I miss the good old days. Got down to DL20, and hit survival equilibrium, able to survive, but only with care. I also had an excellent feeling, so decided to search it out, hoping for an item or weapon that would permit further reckless diving. I searched (almost) the whole damn level, frequently TOing tougher foes and using all my consumables along the way. I ended up trying to clean out a pit of jellies, slimes, mold, and shambling mounds. I ran out of everything (except some TO charges I wanted to save) and got out of there by the skin of my teeth (healing, TL, recall). It was a lot of fun, but I never did find that excellent item. Restocked in town and am ready to recall to the depths. Purchased the Ring of FA, and Accuracy +11 at the BM.

On 28.10.2009 04:00 Bagplant wrote:
Level feelings can be due to out of depth monsters as well as items. Jelly pits usually contain many out of depth monsters and can be responsible for good level feelings all by themselves.

On 29.10.2009 04:13 buzzkill wrote:
Due to limited escapes, I'm moving deeper rather slowly right now, but still making decent CL progress. The Dwarven Boots allowed me to swap my ring of FA for one of protection +13. Can anyone fill me in on exactly how darkvision works. I though I could ditch the lantern, but the lantern seems to augment the darkvision, allowing me to see further.

On 29.10.2009 07:45 will_asher wrote:
Darkvison allows you to see monsters without light (or beyond the range of your light source) and has no limit on its range. It doesn't let you see invisible monsters, or see walls or objects, or make you be able to read in the dark.

It's like unlimited range infravision except no invisible monsters and not limited to warm-blooded monsters.

On 30.10.2009 04:45 buzzkill wrote:
Found a vault on DL23. I killed most of the stuff that came out of it. I didn't have any means of detect traps. I fell though a trap door right near the entrance, surrounded by loot. Now on DL25. I found another vault. It doesn't have a door. I don't have any STM, but I did find an {average} pick. My STR is 18/20, but I can't seem to tunnel through the granite. I've spent 100's of turns tunneling, at one point 400 consecutive turns, with no success at all. Is this a bug?

On 30.10.2009 18:14 will_asher wrote:
I looked at the code and I tested digging through granite with a pick and 18/20 strength, and it works fine. It takes a couple tries though, maybe you just got a lot of unlucky rolls.?

On 31.10.2009 03:42 buzzkill wrote:
Thanks for the reply Will. I did finally managed to tunnel through a few granite wall tiles (and penetrated one small section of the vault), but some walls just seemed indestructible. No matter how many times I would tunnel, and I'm talking 1000's of turns, certain granite walls just wouldn't budge. I eventually walked away in frustration. How slim are the odds of success?

On 31.10.2009 03:48 buzzkill wrote:
CL 26 DL32. The Ring of Damage of Eregion. Woo Hoo. My first bit of permanent speed. For as hard as it was to get off to a successful start, things seem to be on cruise control now.

On 2.11.2009 00:32 buzzkill wrote:
CL 27 DL 33. Superb feeling. Quaffed enlightenment and cleaned the level. No serious resistance encountered and the only artifact was dropped by a black dwarf, the large leather shield of Celegorm :(

On 3.11.2009 05:26 buzzkill wrote:
Must.. catch.. Normos.... just 42 hours left.

On 3.11.2009 19:26 Roch wrote:
Things start to really pick up when you can acid coat your arrows, and then when you can poison brand them. That lets you take out some of the deeper hounds that are worth up to ~10k xp each. Family life is preventing me from putting in much time here at the end, so good luck!

On 4.11.2009 07:54 buzzkill wrote:
I've played just about all I can play. It's a miracle that inattention didn't cause my death. I'm at DL55 now and that's about all that I can handle. Sandals of stability replaced my Dwarven boots and provide Rnexus, and I picked up a stat potion or two, but no real kit improvement. Found a few artifact weapons, but nothing useful. This is most likely my last post before the end of the competition.

On 4.11.2009 15:24 buzzkill wrote:
Played for 1/2 hour before work. Thigss were going OK, then I accidentally TL'd off of an {enlightened} easy looking superb level (DL58) while trying to read an ID.

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