The Angband Ladder: Einne, High-Elf Priest by Estie

  [Angband 3.1.0 beta Character Dump]

 Sex    Female       Age            125   STR:  18/98  +1  -1  +3 18/128
 Race   High-Elf     Height          79   INT:  18/55  +3  -3  +5 18/105
 Class  Priest       Weight         177   WIS! 18/100  -1  +3  +8 18/200
 Title  Bishop       Social   Respected   DEX:  18/49  +3  -1 +11 18/179
 HP     781/781      Maximize         Y   CON:  18/93  +1  +0 +10 18/203
 SP     321/321                           CHR:  18/73  +5  +2 +11 18/***


 Level               40   Armor    [16,+96]     Saving Throw        100%
 Cur Exp        2458963   Fight   (+24,+13)     Stealth           Heroic
 Max Exp        2458963   Melee   (+36,+23)     Fighting          Superb
 Adv Exp        2750000   Shoot   (+34,+12)     Shooting          Superb
 MaxDepth   4500' (L90)   Blows      7/turn     Disarming            71%
 Turns          8496122   Shots      1/turn     Magic Device      Heroic
 Gold            356341   Infra      100 ft     Perception        1 in 1
 Burden       150.5 lbs   Speed          29     Searching            64%

 You are the only child of a Telerin Ranger.  You have light grey eyes,
 straight black hair, and a fair complexion.



 Acid:+.....+...... Confu:...........+.
 Elec:......+....+. Sound:+........+...
 Fire:............. Shard:.............
 Cold:.*....+....+. Nexus:....+........
 Pois:....++....... Nethr:.............
 Fear:........+.... Chaos:..........+..
 Lite:..+.........+ Disen:........+....
 Dark:............. S.Dig:.....+.......
Blind:.........+... Feath:.........+...

PLite:............. Aggrv:.............
Regen:......+....+. Stea.:....++.+...+.
Telep:.......+..... Sear.:....+.+......
Invis:.....+......+ Infra:....+.....+.+
FrAct:............. Tunn.:.............
HLife:......+.+.... Speed:...++.+....+.
ImpHP:............. Blows:+............
ImpSP:............. Shots:.............
 Fear:............. Might:.+...........


  [Character Equipment]

a) The Main Gauche of Braste (1d5) (+12,+10) (+3)
     +3 strength, wisdom, attack speed.
     Provides resistance to acid, sound.
     Cannot be harmed by acid, electricity, fire, cold.
     Blessed by the gods.
     With this weapon, you would currently get 7 blows per round.  Each
     blow will do an average damage of 26 against normal creatures.
b) The Long Bow 'Asteil' (x3) (+10,+12) (+3)
     +3 shooting power.
     Provides immunity to cold.
     Cannot be harmed by acid, electricity, fire, cold.
c) The Ring 'Armor' (+4)
     +4 intelligence, constitution.
     Provides resistance to light.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains intelligence.
     When activated, it hastens you for d75+75 turns.
     It takes 150 turns to recharge after use.
d) a Tiger Eye Ring of Speed (+17)
     +17 speed.
e) a Copper Amulet of Trickery (+3)
     +3 dexterity, stealth, searching, infravision, speed.
     Provides resistance to poison, nexus.
     Sustains dexterity.
f) The Arkenstone of Maram (+4)
     +4 stealth.
     Provides resistance to poison.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains charisma.
     Slows your metabolism.
     Grants the ability to see invisible things.
     When activated, it detects treasure, objects, traps, doors, stairs, 
     e3 light.
g) The Studded Leather Armour of Ereriome (-1) [6,+11] (+6)
     +6 constitution, charisma, searching, speed.
     Provides resistance to acid, lightning, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains intelligence.
     Speeds regeneration.
     Stops experience drain.
     When activated, it puts you in a berserker rage for d50+50 turns.
     It takes 80 turns to recharge after use.
h) a Cloak of the Magi [1,+11] (+1)
     +1 intelligence, stealth.
     Cannot be harmed by acid.
     Sustains intelligence.
     Grants telepathy.
i) a Wicker Shield of Preservation [2,+17]
     Provides resistance to fear, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, dexterity, constitution.
     Stops experience drain.
j) The Golden Crown of Ciril [0,+12] (+5)
     +5 wisdom, dexterity, charisma.
     Provides resistance to blindness, sound.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains dexterity, charisma.
     Feather Falling.
k) The Set of Leather Gloves of Dondim (+6,+5) [1,+15] (+3)
     +3 dexterity, infravision.
     Provides resistance to chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains dexterity.
     When activated, it fires a mana bolt with damage 12d8.
     It takes 30 turns to recharge after use.
l) The Pair of Steel Shod Boots 'Annam' [6,+18] (+3)
     +3 stealth, speed.
     Provides resistance to lightning, cold, confusion.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains intelligence.
     Speeds regeneration.


  [Character Inventory]

a) 3 Holy Books of Prayers [Words of Wisdom] {@m2}
b) 3 Holy Books of Prayers [Chants and Blessings] {@m3}
c) 3 Holy Books of Prayers [Exorcism and Dispelling] {@m4}
d) a Holy Book of Prayers [Ethereal Openings] {@m5}
     Cannot be harmed by acid, electricity, fire, cold.
e) a Holy Book of Prayers [Godly Insights] {@m6}
     Cannot be harmed by acid, electricity, fire, cold.
f) a Holy Book of Prayers [Purifications and Healing] {@m7}
     Cannot be harmed by acid, electricity, fire, cold.
g) a Holy Book of Prayers [Holy Infusions] {@m8}
     Cannot be harmed by acid, electricity, fire, cold.
h) 7 Blue Speckled Potions of Healing
i) 6 Metallic Purple Potions of Restore Mana
j) 5 Dark Red Potions of Speed
k) 15 Scrolls titled "flaero feanina" of Phase Door
l) 18 Scrolls titled "co radoloki" of Teleportation
m) 8 Scrolls titled "fincith" of Teleport Level
n) 2 Copper-Plated Wands of Stone to Mud (4 charges)
o) 4 Pine Staffs of *Destruction* (14 charges)
p) a Sycamore Staff of Banishment (2 charges)
q) a Dogwood Staff of Speed (5 charges)
r) The Hard Leather Armour of Heborin (-1) [8,+14]
     Provides immunity to acid.
     Provides resistance to lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
s) 9 Arrows of Lightning (1d4) (+13,+11)
     Cannot be harmed by electricity.
     Fired from your current missile launcher, this arrow will hit targets
     up to 180 feet away, inflicting an average damage of 459 against
     electricity-vulnerable creatures, and 153 against normal creatures.
     35% chance of breaking upon contact.
t) 23 Mithril Arrows of Slay Evil (3d4) (+9,+9)
     Cannot be harmed by acid, fire.
     Fired from your current missile launcher, this arrow will hit targets
     up to 180 feet away, inflicting an average damage of 342 against
     evil creatures, and 171 against normal creatures.
     35% chance of breaking upon contact.


  [Home Inventory]

a) 3 Green Potions of *Healing*
     When ingested, it restores 1200 hit points, heals cut damage, and 
     cures stunning, poisoning, blindness, and confusion.
     It can be thrown at creatures with damaging effect.
b) 3 Icky Green Potions of Life
     When ingested, it restores 5000 hit points, restores experience an
     d stats, heals cut damage, and cures stunning, poison, blindness, 
     and confusion.
     It can be thrown at creatures with damaging effect.
c) a Lapis Lazuli Ring of Constitution (+5)
     +5 constitution.
     Sustains constitution.
     
d) a Ruby Ring of Acid [+15]
     Provides resistance to acid.
     Cannot be harmed by acid.
     
     When activated, it grants acid resistance for d20+20 turns and cre
     ates an acid ball of damage 70.
     It takes d50+50 turns to recharge after use.
e) a Jasper Ring of Damage (+0,+14)
f) The Ring of Relwe
     Provides resistance to poison, blindness.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains wisdom.
     
g) a Carved Oak Amulet of Wisdom (+4)
     +4 wisdom.
     Sustains wisdom.
     
h) a Golden Amulet of Weaponmastery (+4,+3) (+2)
     +2 strength.
     Provides resistance to fear, disenchantment.
     Sustains strength, constitution.
     Prevents paralysis.
     
i) The Ribbed Plate Armour of Orinquen (-3) [28,+25] (+5)
     +5 dexterity, charisma, stealth, infravision, speed.
     Provides resistance to cold, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it fires a ball of electricity in all directions, 
     each one causing 150 damage.
     It takes 1000 turns to recharge after use.
j) a Cloak of Aman [1,+22] (+2 stealth)
     +2 stealth.
     Provides resistance to confusion.
     Cannot be harmed by acid, electricity, fire, cold.
     
k) an Elven Cloak of the Magi [6,+14] (+4)
     +4 intelligence, stealth.
     Cannot be harmed by acid.
     Sustains intelligence.
     Prevents paralysis.
     
l) The Leather Shield of Olmin [6,+16] (+2)
     +2 dexterity, constitution.
     Provides resistance to acid, lightning, nether.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains dexterity, constitution.
     
m) The Hard Leather Cap of Elchador [2,+12] (+4)
     +4 speed.
     Provides resistance to blindness.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.
     
n) The Hard Leather Cap of Valas [2,+15] (+1)
     +1 constitution.
     Provides resistance to light.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains constitution.
     Grants telepathy.
     Grants the ability to see invisible things.
     
     When activated, it hastens you for d20+20 turns.
     It takes 100 turns to recharge after use.
     Radius 1 light.
o) The Hard Leather Cap of Mirien [2,+12] (+2)
     +2 intelligence, wisdom.
     Provides resistance to blindness.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains intelligence.
     
p) a Set of Alchemist's Gloves of Thievery (+3,+3) [0,+14] (+4)
     +4 dexterity, searching.
     Cannot be harmed by acid, electricity, fire, cold.
     Feather Falling.
     Prevents paralysis.
     
q) The Pair of Leather Boots of Telona [2,+8] (+3)
     +3 intelligence.
     Provides resistance to dark.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains intelligence.
     Feather Falling.
     
     When activated, it fires a magic missile with damage 3d4.
     It takes 2 turns to recharge after use.
r) a Scythe (Holy Avenger) (5d3) (+15,+13) [+3] (+4)
     +4 wisdom.
     Provides resistance to fear.
     Sustains constitution.
     Blessed by the gods.
     Grants the ability to see invisible things.
     
     With this weapon, you would currently get 4 blows per round.  Each
     blow will do an average damage of 43 against evil creatures, 53
     against demons, 53 against undead, and 33 against normal creatures.
s) a Scythe of Slicing of Extra Attacks (8d4) (+10,+10) (+2)
     +2 attack speed.
     
     With this weapon, you would currently get 6 blows per round.  Each
     blow will do an average damage of 38 against normal creatures.
t) The Long Bow 'Ilduin' (x3) (+15,+12) (+2)
     +2 strength, shooting power.
     Provides resistance to lightning, fire, sound.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength.
     Stops experience drain.
     
u) a Long Bow of Lothlorien (x3) (+16,+16) (+2)
     +2 dexterity, shooting power.
     Cannot be harmed by acid, fire.
     Prevents paralysis.
     Grants telepathy.
     
v) The Heavy Crossbow of Niath (x4) (+7,+16) (+3)
     +3 intelligence.
     Provides resistance to blindness.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains intelligence.
     
w) 20 Bolts of Acid (1d5) (+7,+5)
     Cannot be harmed by acid.
     


  [Options]

Maximize effect of race/class bonuses        : yes (adult_maximize)
Randomize some of the artifacts (beta)       : yes (adult_randarts)
Restrict the use of stairs/recall            : no  (adult_ironman)
Restrict the use of stores/home              : no  (adult_no_stores)
Restrict creation of artifacts               : no  (adult_no_artifacts)
Don't stack objects on the floor             : no  (adult_no_stacking)
Lose artifacts when leaving level            : no  (adult_no_preserve)
Don't generate connected stairs              : no  (adult_no_stairs)
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    : no  (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 11.11.2009 01:21
Last updated on 14.11.2009 12:40

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8202. on the Ladder (of 18974)
3505. on the Angband Ladder (of 6502)
197. for this player (

Comments

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On 11.11.2009 01:21 Estie wrote:
Just found Mardassil, a Glaive of Pain with ESP. Of course, when I finally score a good artifact weapon, it has to be a sword with a priest.

On 11.11.2009 20:11 PowerDiver wrote:
It's just a tiny 25% adjustment to failure rates. Well, 31% compared to +2 wis weapon. You might as well use it. It is a hassle to unequip for utility spells, but you could make some macros.

On 14.11.2009 12:40 Estie wrote:
Good luck at the start with this one due to finding the armor with +6 con and speed very early.

Currently I have he problem to include FA into my kit (a problem that never arises when playing with normal artifacts).

Ive always been wondering if a 100% saving throw is sufficient to make FA obsolete, or if there are ways you can get paralyzed without getting a saveing throw.

Given that 100% save occurs so late, Im loth to risk it and try.


On 14.11.2009 18:05 Estie wrote:
I didnt use the sword. Early on, I rather use a wisdom weapon and orb, and in the late game 0% fail heal is too good to pass up.


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