The Angband Ladder: Normos, Dark Elf Archer by Roch

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

 Name   Normos                                   Self  RB  CB  EB   Best
 Sex    Male              Age       121   STR:  18/64  +0  +2  +5 18/134
 Race   Dark Elf          Height     56   INT:  18/77  +2  +0 +10 18/197
 Class  Archer            Weight    125   WIS:     14  -2  -1  +5     16
 Title  Elete Archer      Status     42   DEX:  18/51  +2  +2  +2 18/111
 HP     -114/705          Maximize    Y   CON:  18/71  -1  +1 +10 18/171
 SP     282/286                           CHR:  18/49  -2  +0  +0  18/29

 Level           42       Armor    [36,+88]     Saving Throw          69
 Cur Exp    2201144       Fight   (+24,+24)     Fighting             235
 Max Exp    2201144       Melee   (+33,+36)     Shooting             375
 Adv Exp    2574000       Shoot   (+33,+17)     Throwing             270
 MaxDepth    Lev 97       Blows      6/turn     Disarming            100
 Turns      1536155       Shots      3/turn     Magic Device          88
 Gold        252424       Stealth         9     Alertness             32
 Burden   176.1 lbs       Energy       100%     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 are unaffected!
> The great wyrm of physics casts a fearful illusion.
> You refuse to be frightened.
> The ethereal dragon creates a mesmerising illusion.
> You disbelieve the feeble spell.
> The ancient bright blue dragon breathes lightning.
> The ancient multi-hued dragon breathes gas.
> The ethereal dragon breathes darkness.
> The great wyrm of physics shrugs off the attack.
> Low hitpoint warning!
> *** LOW HITPOINT WARNING! ***
> The ancient multi-hued dragon casts a fearful illusion.
> You refuse to be frightened.
> The great wyrm of physics breathes nexus.
> You die.


  [Character Equipment]

a) The scimitar 'Haradekket' (2d4) (+9,+12) (+2)
   It increases your dexterity by 2.  It increases your attack speed by
   2.  It slays animals and all evil creatures, and is especially
   deadly against undead.  It sustains your dexterity.  It cannot be
   harmed by the elements.  
   
   With this weapon, you would currently get 6 blows per round.
   Each blow will do an average damage of 59.4 against animals, 59.4
   against evil creatures, 108 against undead, and 43.2 against other
   monsters.  Your chance of scoring a critical hit with this weapon is
   1 in 10.
   
b) a long bow of Extra Might (ML4) (+9,+17) (+1)
   It increases your shooting power 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 Fluorite Ring of Intelligence of Warfare (+7,+4) (+3)
   It increases your intelligence by 3.  It sustains your intelligence.
   
   
d) a Marble Ring of Constitution of Warfare (+1,+8) (+5)
   It increases your constitution by 5.  It sustains your constitution.
   
   
e) a Bone Amulet of Weaponmastery (+3,+3) (+3)
   It increases your strength by 3.  It provides resistance to fear and 
   disenchantment.  It sustains your strength and constitution.  It
   grants you immunity to paralysis.  
   
f) 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.  
   
g) The augmented chain mail of Caspanion (-2) [16,+20] (+3)
   It increases your intelligence, wisdom, and constitution by 3.  It
   provides resistance to acid, poison, and confusion.  It activates
   for door and trap destruction every 10 turns.  It cannot be harmed
   by the elements.  
   
h) a cloak of the Magi [1,+9] (+2)
   It increases your intelligence by 2.  It increases your stealth by
   2.  It provides resistance to life draining.  It sustains your 
   intelligence.  It cannot be harmed by acid.  
   
i) a large metal shield of Resistance [6,+12]
   It provides resistance to acid, electricity, fire, and cold.  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) a set of cestus [5,+9]
   
   
l) a pair of metal shod boots (Dwarven) [6,+20] (+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 Equipment -- Quiver]

n) 2 arrows (1d4) (+5,+9)
   
   
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 99.7.  Your chance of scoring a critical shot
   shooting this ammo from your current launcher is 1 in 10.
   
o) 8 arrows of Venom (1d4) (+2,+2)
   It is branded with poison.  
   
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 225.6 against poison-vulnerable creatures, and 
   75.2 against other monsters.  Your chance of scoring a critical shot
   shooting this ammo from your current launcher is 1 in 11.
   
p) an arrow of Venom (1d4) (+1,+1)
   It is branded with poison.  
   
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 215.1 against poison-vulnerable creatures, and 
   71.7 against other monsters.  Your chance of scoring a critical shot
   shooting this ammo from your current launcher is 1 in 11.
   
q) 23 arrows (1d4) (+6,+3)
   
   
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 78.7.  Your chance of scoring a critical shot
   shooting this ammo from your current launcher is 1 in 10.
   
r) 99 arrows of Venom (1d4) (+0,+0)
   It is branded with poison.  
   
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 204.6 against poison-vulnerable creatures, and 
   68.2 against other monsters.  Your chance of scoring a critical shot
   shooting this ammo from your current launcher is 1 in 11.
   


  [Character Inventory]

a) 2 Books of Alchemy [Beginner's Mixing]
   
   
b) 2 Books of Alchemy [Commonly Used Potions]
   It cannot be harmed by acid.  
   
c) 2 Books of Alchemy [Chemical Detections & Tools]
   
   
d) 2 Books of Alchemy [Quick Getaways: Thieves' edition]
   
   
e) 11 Canescent Potions of Cure Critical Wounds
   
   
f) 6 Scrolls titled "purruo si ca" of Teleportation
   
   
g) 34 Scrolls titled "co liketo" of Object and Treasure Detection
   
   
h) a Scroll titled "anseper ne la" of Banishment
   
   
i) a Tin Rod of Identify
   It cannot be harmed by lightning.  
   
j) a Tin-Plated Rod of Recall
   It cannot be harmed by lightning.  
   
k) 3 Druj Bone Wands of Teleport Other (11 charges)
   
   
l) 4 Minotaur Horn Wands of Stone to Mud (7 charges)
   
   
m) a Hippogriff Hoof Wand of Fire Balls (7 charges)
   It cannot be harmed by fire.  
   
n) 2 Maple Staffs of Teleportation (1d5) (+0,+0) (7 charges)
   
   
   With this weapon, you would currently get 4 blows per round.
   Each blow will do an average damage of 24.7.  Your chance of scoring
   a critical hit with this weapon is 1 in 17.
   
o) a Birch Staff of Identify (1d5) (+3,+3) (13 charges)
   
   
   With this weapon, you would currently get 4 blows per round.
   Each blow will do an average damage of 27.7.  Your chance of scoring
   a critical hit with this weapon is 1 in 16.
   
p) an iron crown [0,+5]
   
   


  [Home Inventory]

a) 3 Books of Alchemy [Missile Magic]
   It cannot be harmed by the elements.  
   
b) a Book of Alchemy [Advanced Archer's Tactics]
   It cannot be harmed by the elements.  
   
c) 4 Fragrant Mushrooms of Health
   
   
d) 35 Yellow Speckled Potions of Speed
   
   
e) 11 Blue Potions of Healing
   
   
f) a Black Potion of *Healing*
   
   
g) 10 Smoky Potions of Restore Mana
   
   
h) 6 Scrolls titled "eto cor" of *Identify*
   
   
i) 5 Scrolls titled "lortor cedo" of *Destruction*
   
   
j) 3 Scrolls titled "anseper ne la" of Banishment
   
   
k) 2 Scrolls titled "co quassido" of Mass Banishment
   
   
l) 5 Druj Bone Wands of Teleport Other (27 charges)
   
   
m) 2 Roc Talon Wands of Tunnel-digging (7 charges)
   
   
n) an Eucalyptus Staff of *Destruction* of Venom (2d4) (+9,+16) (0 charges)
   It is branded with poison.  
   
   With this weapon, you would currently get 4 blows per round.
   Each blow will do an average damage of 66.1 against
   poison-vulnerable creatures, and 42.7 against other monsters.  Your
   chance of scoring a critical hit with this weapon is 1 in 13.
   
o) an Eucalyptus Staff of *Destruction* (2d4) (+7,+7) (1 charge)
   
   
   With this weapon, you would currently get 4 blows per round.
   Each blow will do an average damage of 33.7.  Your chance of scoring
   a critical hit with this weapon is 1 in 13.
   
p) an Eucalyptus Staff of *Destruction* (2d4) (+3,+3) (2 charges)
   
   
   With this weapon, you would currently get 4 blows per round.
   Each blow will do an average damage of 29.7.  Your chance of scoring
   a critical hit with this weapon is 1 in 14.
   
q) an Eucalyptus Staff of *Destruction* (2d4) (+3,+7) (4 charges)
   
   
   With this weapon, you would currently get 4 blows per round.
   Each blow will do an average damage of 33.7.  Your chance of scoring
   a critical hit with this weapon is 1 in 14.
   
r) a Hawthorn Staff of Mana-free Spellcasting of Slay Animal (1d5) (+5,+12) (11
ch
   It slays animals.  
   
   With this weapon, you would currently get 4 blows per round.
   Each blow will do an average damage of 46.4 against animals, and 
   36.7 against other monsters.  Your chance of scoring a critical hit
   with this weapon is 1 in 15.
   
s) a Hawthorn Staff of Mana-free Spellcasting (1d5) (+7,+5) (8 charges)
   
   
   With this weapon, you would currently get 4 blows per round.
   Each blow will do an average damage of 29.7.  Your chance of scoring
   a critical hit with this weapon is 1 in 15.
   
t) a Kryptonite Ring of Ice of Warfare (+8,+8) [+15]
   It brands your melee blows with frost.  It provides resistance to 
   cold.  It activates for cold resistance (20+d20 turns) and cold ball
   (75) every 50+d50 turns.  It cannot be harmed by cold.  
   
u) a Fluorite Ring of Intelligence (+5)
   It increases your intelligence by 5.  It sustains your intelligence.
   
   
v) 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.  
   
w) The dagger of Merry Brandybuck (2d4) (+9,+8) (+2)
   It increases your strength, dexterity, and constitution by 2.  It
   slays orcs, trolls, and giants, and is especially deadly against 
   undead.  It provides resistance to life draining.  It sustains your 
   constitution.  It grants you immunity to paralysis.  It activates
   for remove fear and cure poison every 35+d35 turns.  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 42.8 against orcs, 42.8
   against trolls, 42.8 against giants, 56 against undead, and 29.6
   against other monsters.  Your chance of scoring a critical hit with
   this weapon is 1 in 14.
   
x) The bastard sword 'Calris' (5d4) (-17,+20) (+5) {cursed}
   It increases your constitution by 5.  It slays trolls, demons, and 
   all evil creatures, and is especially deadly against dragons.  It
   provides resistance to disenchantment and charming.  It is evil and
   hates good.  It aggravates creatures around you and is heavily cursed.
   It cannot be harmed by the elements.  
   
   With this weapon, you would currently get 4 blows per round.
   Each blow will do an average damage of 82.4 against evil creatures, 
   106.1 against trolls, 106.1 against demons, 153.5 against dragons, 
   and 58.7 against other monsters.  Your chance of scoring a critical
   hit with this weapon is 1 in 16.
   
y) 21 bolts of Slay Giant (1d5) (+12,+8)
   It slays giants.  
   
z) 22 seeker bolts of Wounding (4d5) (+15,+11)
   
   
{) 26 arrows of Slay Evil (1d4) (+10,+10)
   It slays all evil creatures.  
   
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 206.4 against evil creatures, and 103.2 against
   other monsters.  Your chance of scoring a critical shot shooting
   this ammo from your current launcher is 1 in 10.
   


  [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 10.11.2009 10:40

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7893. on the Ladder (of 19090)
8. on the DaJAngband Ladder (of 100)
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Comments

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On 10.11.2009 10:40 Roch wrote:
Sloppiness late at night -- I'm not sure what summoned all those dragons, but of course I didn't use any of my many means of sure escape in the one turn I had to move. Fun variant though -- thanks DAJ.

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