The Angband Ladder: Eledrod, Half-Elf Assassin by will_asher

  [DaJAngband v1.1.2 Character Dump]

 Name   Eledrod                                  Self  RB  CB  EB   Best
 Sex    Male              Age        36   STR! 18/100  +0  +2 +10 18/220
 Race   Half-Elf          Height     68   INT! 18/100  +1  +1  +2 18/140
 Class  Assassin          Weight    133   WIS:  18/55  +0  -2  +2  18/55
 Title  Silent Death      Status     48   Dex! 18/100  +1  +1  +7 18/190 18/188
 HP     -153/720          Maximize    Y   CON:  18/98  -1  +0  +5 18/138
 SP     121/235                           CHR! 18/100  +1  -1  +0 18/100

 Level           44       Armor   [46,+119]     Saving Throw          74
 Cur Exp    2998187       Fight   (+23,+20)     Fighting             265
 Max Exp    2998187       Melee   (+31,+29)     Shooting             305
 Adv Exp    3240000       Shoot   (+33,+14)     Throwing             326
 MaxDepth    Lev 81       Blows      5/turn     Disarming             98
 Turns      3501194       Shots      1/turn     Magic Device          88
 Gold        849795       Stealth        17     Alertness             41
 Burden   249.1 lbs       Energy       130%     Searching             20

 Your mother was of the Sindar.  You are one of several children of a
 Yeoman.  You are a well liked child.  You have blue-gray eyes, wavy
 brown hair, and an average complexion.


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

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


  [Last Messages]

> Lord of the Shadow Host invokes a mana storm.
> Low hitpoint warning!
> *** LOW HITPOINT WARNING! ***
> You have 23 charges remaining.
> You activate it...
> The Phial of Galadriel wells with clear light...
> You are surrounded by a white light.
> You hear a door burst open!
> You have no room for a Scroll titled "sus tus" of *Remove Curse*.
> You hear a door burst open!
> You hit a teleport trap!
> The master lich casts a spell, burning your eyes!
> You are unaffected!
> Lord of the Shadow Host invokes a mana storm.
> You die.


  [Character Equipment]

a) The flail 'Totila' (2d13) (+8,+9) (+2 to stealth) {@w0 bone devil L66}
   It increases your stealth by 2.  It slays all evil creatures.  It is
   branded with fire.  It provides resistance to fire, confusion, and 
   charming.  It activates for confuse monster every 15 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 79.4 against evil creatures, 
   112.1 against fire-vulnerable creatures, and 46.7 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) (+10,+14) (+1) {@w9}
   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) The Ring of Tulkas (+4) {killed something while hallucenating L31}
   It increases your strength, dexterity, and constitution by 4.    It
   provides resistance to fear and charming.  It activates for haste
   self (75+d75 turns) every 150+d150 turns.  It cannot be harmed by
   the elements.  
   
d) an Onyx Ring of Speed (+9) {lesser vault L78}
   It increases your speed by 9.  
   
e) a Crystal Amulet of Trickery (+3) {floor L81}
   It increases your dexterity by 3.  It increases your stealth and 
   speed by 3.  It increases your alertness by 15.  It provides
   resistance to poison and nexus.  It sustains your dexterity.  
   
f) The Phial of Galadriel (charging) {@w4 Scatha L55}
     It usually provides light of radius 3.  It activates for 
   illumination every 10+d10 turns.  It cannot be harmed by the
   elements.  
   
g) partial plate armour of Elvenkind (-3) [22,+14] (+3 to stealth) {Rsound}
   It increases your stealth by 3.  It provides resistance to acid, 
   electricity, fire, cold, and sound.  It cannot be harmed by the
   elements.  
   
h) The cloak 'Colannon' [1,+15] (+3) {@w9 vault L20}
   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 Shield of Deflection of Preservation [12,+39] {floor L51}
     It provides resistance to disenchantment and life draining.  It
   sustains your strength, dexterity, constitution, and charisma.  It
   cannot be harmed by the elements.  
   
j) The hard leather cap of Thranduil [2,+11] (+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 steel gauntlets of Power (+3,+5) [3,+10] (+5)
   It increases your strength by 5.    
   
l) a pair of metal shod boots (Dwarven) [6,+18] (+1) {cyclops dl36}
   It increases your strength and constitution by 1.    It grants you 
   immunity to paralysis and darkvision.  It cannot be harmed by acid 
   or fire.  
   


  [Character Equipment -- Quiver]

n) 4 arrows of Venom (1d4) (+9,+9) {@f1=g}
     It is branded with poison.  
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 267.6 against poison-vulnerable creatures, and 
   89.2 against other monsters.  Your chance of scoring a critical shot
   shooting this ammo from your current launcher is 1 in 11.
   
o) 42 seeker arrows of Venom (4d4) (+7,+9) {@f1=g}
     It is branded with poison.  
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 346.5 against poison-vulnerable creatures, and 
   115.5 against other monsters.  Your chance of scoring a critical
   shot shooting this ammo from your current launcher is 1 in 11.
   
p) 12 seeker arrows of Slay Giant (4d4) (+10,+10) {@f2=g}
     It slays giants.  
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 357 against giants, and 119 against other
   monsters.  Your chance of scoring a critical shot shooting this ammo 
   from your current launcher is 1 in 11.
   
q) 21 seeker arrows of Venom (4d4) (+10,+8) {@f3=g}
     It is branded with poison.  
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 336 against poison-vulnerable creatures, and 
   112 against other monsters.  Your chance of scoring a critical shot
   shooting this ammo from your current launcher is 1 in 11.
   
r) 32 seeker arrows of Venom (4d4) (+9,+8) {@f3=g}
     It is branded with poison.  
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 336 against poison-vulnerable creatures, and 
   112 against other monsters.  Your chance of scoring a critical shot
   shooting this ammo from your current launcher is 1 in 11.
   
s) 30 mithril arrows of Venom (3d4) (+10,+10) {@f3=g}
     It is branded with poison.  It cannot be harmed by acid or fire.  
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 330.6 against poison-vulnerable creatures, and 
   110.2 against other monsters.  Your chance of scoring a critical
   shot shooting this ammo from your current launcher is 1 in 11.
   
t) 25 mithril arrows of Venom (3d4) (+9,+8) {@f3=g}
     It is branded with poison.  It cannot be harmed by acid or fire.  
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 309.6 against poison-vulnerable creatures, and 
   103.2 against other monsters.  Your chance of scoring a critical
   shot shooting this ammo from your current launcher is 1 in 11.
   
u) 4 arrows of Slay Dragon (1d4) (+13,+8) {@f5=g}
     It slays dragons.  
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 257.1 against dragons, and 85.7 against other
   monsters.  Your chance of scoring a critical shot shooting this ammo 
   from your current launcher is 1 in 11.
   
v) 13 arrows of Flame (1d4) (+8,+8) {@f6=g}
     It is branded with fire.  It cannot be harmed by fire.  
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 257.1 against fire-vulnerable creatures, and 
   85.7 against other monsters.  Your chance of scoring a critical shot
   shooting this ammo from your current launcher is 1 in 12.
   


  [Character Inventory]

a) 3 Books of Black Magic [Mysteries of Shadow] {@p2}
     
   
b) 3 Books of Black Magic [Frightful Realms] {@p3}
     
   
c) 4 Books of Black Magic [Advanced Necromancy] {@p4}
     It cannot be harmed by the elements.  
   
d) 4 Books of Black Magic [Metamorphoses] {@p5 floor L44}
     It cannot be harmed by the elements.  
   
e) 6 Shimmering Potions of Speed {@q7}
     
   
f) 17 White Potions of Cure Critical Wounds {@q1}
     
   
g) 6 Grey Potions of Healing {@q2 !*}
     
   
h) a Chartreuse Potion of *Healing*
     
   
i) 25 Scrolls titled "conono initoto" of Teleport Level {@r7 !*}
     
   
j) 5 Scrolls titled "ta ononabso" of Word of Recall {@r3}
     
   
k) a Scroll titled "siscus vus ito" of Banishment
     
   
l) 5 Steel Rods of Detection {@z3}
     It cannot be harmed by lightning.  
   
m) 6 Bronze-Plated Rods of Teleport Other (3 charging) {@z7}
     
   
n) 6 Rusty Iron Rods of Light {@z4}
     
   
o) 4 Electrum Rods of Acid Balls {@z5}
     
   
p) 3 Cherry Staffs of Teleportation (1d5) (+0,+0) (23 charges) {@u9}
     
   
   With this weapon, you would currently get 5 blows per round.
   
   Each blow will do an average damage of 19.2.  Your chance of scoring
   a critical hit with this weapon is 1 in 15.
   
q) a Hickory Staff of Power (2d4) (+0,+0) (3 charges)
     
   
   With this weapon, you would currently get 5 blows per round.
   
   Each blow will do an average damage of 21.2.  Your chance of scoring
   a critical hit with this weapon is 1 in 13.
   
r) a Wych Elm Staff of *Destruction* (2d4) (+0,+0) (3 charges)
     
   
   With this weapon, you would currently get 5 blows per round.
   
   Each blow will do an average damage of 21.2.  Your chance of scoring
   a critical hit with this weapon is 1 in 14.
   
s) a Chrysoberyl Ring of Acid of Warfare (+5,+6) [+15] {@w8}
     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.  
   
t) a Marble Ring of Slaying of Eregion (+4,+5) (+2 to speed) {@w8}
   It increases your speed by 2.  It provides resistance to confusion.  
   
   
u) The battle axe of Balli Stonehand (3d8) (+8,+11) [+5] (+3) {@w0 novice mage}
   It increases your strength and constitution by 3.  It increases your 
   stealth by 3.  It increases your alertness by 15.  It slays orcs, 
   trolls, and demons.  It provides resistance to acid, electricity, 
   fire, cold, and blindness.  It makes you fall like a feather and 
   speeds your regeneration.  It grants you immunity to paralysis.  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 116.5 against orcs, 116.5
   against trolls, 116.5 against demons, and 49.5 against other monsters.
    9.
   


  [Home Inventory]

a) 63 Shimmering Potions of Speed {@q7}
     
   
b) 43 Grey Potions of Healing {@q2 !*}
     
   
c) 4 Chartreuse Potions of *Healing*
     
   
d) 7 Cloudy Potions of Restore Mana
     
   
e) 99 Scrolls titled "satior" of Teleportation {@r9 !*}
     
   
f) 99 Scrolls titled "conono initoto" of Teleport Level {@r7 !*}
     
   
g) 22 Scrolls titled "forum sertas" of *Identify*
     
   
h) 10 Scrolls titled "aenus mus" of *Destruction*
     
   
i) 4 Scrolls titled "siscus vus ito" of Banishment
     
   
j) 2 Scrolls titled "sus venstro" of Mass Banishment
     
   
k) a Jacinth Ring of Free Action of Warfare (+2,+8)
     It grants you immunity to paralysis.  
   
l) a Citrine Ring of See Invisible of Eregion (+2 to speed) {Rblind}
   It increases your speed by 2.  It provides resistance to blindness.  
   It grants you the ability to see invisible things.  
   
m) The Ring of Barahir (+1) {ancient white dragon L44}
   It increases all your stats by 1.  It increases your stealth by 1.  
   It provides resistance to poison and dark.  It cannot be harmed by
   the elements.  
   
n) The Amulet of Carlammas (+3) {Scatha L55}
   It increases your constitution by 3.    It provides resistance to 
   fire.  It activates for protection from evil every 225+d225 turns.  
   It cannot be harmed by the elements.  
   
o) augmented chain mail (Dwarven) (-2) [16,+10] (+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.  
   
p) The leather scale mail 'Thalkettoth' (-1) [11,+25] (+3) {mature red dragon }
   It increases your dexterity by 3.  It increases your speed by 3.  It
   provides resistance to acid and shards.  It is lighter than most
   armor of its type.  It cannot be harmed by the elements.  
   
q) a cloak of the Magi [1,+13] (+2) {@w9}
   It increases your intelligence by 2.  It increases your stealth by
   2.  It sustains your intelligence.  It grants you teleport control.  
   It cannot be harmed by acid.  
   
r) a large leather shield of Resistance [4,+19] {vault L56}
     It provides resistance to acid, electricity, fire, and cold.  It
   cannot be harmed by the elements.  
   
s) a leafy crown of Might [0,+8] (+3)
   It increases your strength, dexterity, and constitution by 3.    It
   sustains your strength, dexterity, and constitution.  It makes
   animals and light fairies less aggresive.  It grants you immunity to
   paralysis.  It cannot be harmed by the elements.  
   
t) The metal cap of Thengel [3,+12] (+3)
   It increases your wisdom and charisma by 3.    It provides
   resistance to confusion.  It cannot be harmed by the elements.  
   
u) The lochaber axe 'Mundwine' (3d8) (+11,+16) {@w0 floor L44}
     It slays animals, demons, and all evil creatures.  It provides
   resistance to acid, electricity, fire, and cold.  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 108 against animals, 108
   against evil creatures, 151.5 against demons, and 64.5 against other
   monsters.  Your chance of scoring a critical hit with this weapon is
   1 in 8.
   
v) a sling of Buckland (ML4) (+13,+8) (+2)
   It increases your dexterity by 2.  It increases your shooting speed 
   and shooting power by 2.  It cannot be harmed by acid or fire.  
   
   A launcher with an multiplier level (ML) of 4 actually multiplies
   damage by x3.5
   Examine ammo to see average damage.
   
w) 19 arrows of Acid (1d4) (+12,+11) {@f5=g}
     It is branded with acid.  It cannot be harmed by acid.  
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 288.6 against acid-vulnerable creatures, and 
   96.2 against other monsters.  Your chance of scoring a critical shot
   shooting this ammo from your current launcher is 1 in 11.
   
x) 22 arrows of Slay Evil (1d4) (+10,+12) {@f5=g}
     It slays all evil creatures.  
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 199.4 against evil creatures, and 99.7 against
   other monsters.  Your chance of scoring a critical shot shooting
   this ammo from your current launcher is 1 in 11.
   
y) 18 arrows of Slay Evil (1d4) (+8,+8) {@f5=g}
     It slays all evil creatures.  
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 171.4 against evil creatures, and 85.7 against
   other monsters.  Your chance of scoring a critical shot shooting
   this ammo from your current launcher is 1 in 12.
   
z) 36 seeker arrows of Venom (4d4) (+10,+10) {@f3=g}
     It is branded with poison.  
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 357 against poison-vulnerable creatures, and 
   119 against other monsters.  Your chance of scoring a critical shot
   shooting this ammo from your current launcher is 1 in 11.
   
{) 14 seeker arrows of Lightning (4d4) (+8,+9) {@f2=g}
     It is branded with lightning.  It cannot be harmed by lightning.  
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 346.5 against electricity-vulnerable creatures, 
   and 115.5 against other monsters.  Your chance of scoring a critical
   shot shooting this ammo from your current launcher is 1 in 11.
   
|) 28 mithril shots of Wounding (3d4) (+20,+20)
     It cannot be harmed by acid.  
   


  [Options]

Adult: Maximize effect of race/class bonuses : yes (adult_maximize)
Adult: Randomize some of the artifacts (beta): no  (adult_randarts)
A: Randomize randart names (if randarts is on): yes (adult_randnames)
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       : no  (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        : no  (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 11.12.2009 08:50
Last updated on 8.1.2010 23:09

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7371. on the Ladder (of 19090)
5. on the DaJAngband Ladder (of 100)
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Comments

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On 13.12.2009 04:51 will_asher wrote:
Best I've done with an assassin.

On 13.12.2009 05:34 fizzix wrote:
I'm pulling for you to win one of these days...

On 13.12.2009 07:53 will_asher wrote:
Just finished clearing out a vault. That rusty chain mail of resistance of lightness is kindof funny. If it was any other 'of resistance of lightness' armor, I'd wear it.
Left behind Narthanc on this level.

On 14.12.2009 00:32 will_asher wrote:
Doing well this game, but I almost hope this isn't my first win 'cause it's slightly tainted. I found out that a potion of temporary boost never wears off if it raises your strength. I used one and thought a while later "my strength is still boosted, shouldn't that have worn off by now?"
I guess I should release another update..
Then I found this leafy crown of might +3 on the floor of dl33. Then I decided a leafy crown has the NICE flag (makes animals and light fairies less aggressive) so it shouldn't get a warlike ego like 'of might'. I changed ego.txt so they don't get that ego, and part of me is saying I should get rid of the crown in the game because of the change. But the game is already slightly tainted as I mentioned so I might as well keep it.

On 14.12.2009 00:50 fizzix wrote:
if you're going to release a bug fix update, can I request a couple features?

Add history to the dumps like in V. This way I can log notes while playing.

Also, I dunno what the state of the randart code is in DJA. The current V code is very good. So you might consider snatching it.

On 14.12.2009 01:58 will_asher wrote:
I've been wanting to add the character history code for awhile. I looked at it a couple months ago and it looked kindof complicated so I put it off, but I should get to it soon.
I have no problem with the way the randart code in DJA is currently, so it'll probably be awhile before I do anything significant with that. It's mostly the same as in V3.0.9 except I made aggravation less common and I added the new objects and object flags and changed some of the power ratings (how much each special attribute is worth).

On 15.12.2009 04:46 will_asher wrote:
Wondering if wearing Thalkettoth is worth going without 2 of the basic 4 resists.

On 15.12.2009 04:53 fizzix wrote:
wouldn't recommend it...unless you trust your abilities to not get instakilled. Having telepathy makes it a reasonable option though.

On 15.12.2009 10:20 will_asher wrote:
about the jewelry egos: for rings and amulets, you can squelch the type, but ego items don't get squelched. Also, ego jewelry is recognised on sight as long as the type of jewelry is aware (one like it has been identified or learned at some point in the game).
Next release will have quality squelch of jewelry:
squelch non-ego squelched types (default, same as normal)
squelch all cursed except egos (already in the game but doesn't say 'except egos')
squelch all cursed including egos (new)
squelch all cursed and all of squelched types (including egos)

On 17.12.2009 01:37 will_asher wrote:
I always like the +attacks & elemental ring combo. I want to save the slay evil arrows for later use on tough uniques, but there's no more space in my home and they get destroyed too easily in my quiver.

On 17.12.2009 21:58 fizzix wrote:
you could ditch thorongil, the potions of super spellcasting (not worth it, unless you dont' have rblind)

the boots of stealth probably won't be used over the dwarven boots or the stability boots. Anguirel is junk, and you might as well ditch the glaive of *slay undead* and the scimitar of acid. You're likely to find better options of both egos at some point if you decide you want them.

Going without rfire is risky...No shields of resistance have shown up yet?

On 17.12.2009 22:20 will_asher wrote:
nope, but between Thranduil's ESP and the detect life spell, I can avoid big fire-breathers.

Anguirel looks to me like it might be useful because in DJA, you can overcome aggravation with high stealth (you have to have at least 10 stealth, though so I'm just short at the moment (I may tweak that again for next release)).
(I haven't played much since this dump so no update)

On 19.12.2009 05:11 will_asher wrote:
not dead yet. found a few stat potions and a useful book since last dump (1 !INT and 1 !DEX from the BM)

On 20.12.2009 00:32 will_asher wrote:
Found a couple nice new artifacts including Mundwine to replace the +attacks broad sword. In the knowledge menu, I noticed I still have about 7 orc uniques alive. Deepest unique killed is Lorgan.

On 23.12.2009 02:39 will_asher wrote:
A certain bug (which I introduced and fixed since last release) made me have to scum for a certain something in the black market until I realized I could make a temporary hack to make the thing I was scumming for appear in another store to undo the effects of the bug. So that added some extra turncount.
My last two trips into the dungeon were both cut short by nasty monsters. the first when I saw time hounds near where I appeared on the level so I recalled back right away. The second by an eye druj which I at first mistook for a bloodshot eye (I'm playing with tiles, and their tiles look a lot alike). So I'm at a depth which is definetly challenging aside from the fact that I've only been this deep a few times before.

On 24.12.2009 04:55 will_asher wrote:
Two Elvenkind armors. one with Rchaos and one with Rsound. Which one should I keep?

On 24.12.2009 06:39 fizzix wrote:
I'd probably keep both and ditch the glaive of slay evil.

You need some speed soon but RoS are not native until deeper.

On 24.12.2009 08:29 will_asher wrote:
I guess if I ask a question I should wait for an answer, but I wanted to keep playing. Anyway, I left behind the elvenkind with Rchaos.
Killed both Ren the Unclean and Itangast on dl60. Deepest Unique killed is Artemis Entreri the Master Assassin (native to 51 IIRC).
On dl63, I saw a vault with some seeker arrows and an unIDed ring. It was almost more dangerous getting to the vault than clearing out what was in the vault. I TOed a lot of monsters on that level. was tempted to take on a great ice wyrm, but I reminded myself how much damage it can do in one breath with single resist and TOed it. (that's a significant victory there to restrain myself from fighting something thats too tough for me.) The unIDed ring turned out to be a ring of ice. oh well. gotta get to speed ring depth now.
It's frustrating how many good arrows get destroyed, but I seem to keep finding new ones. The assassins gets a poison brand ammo spell, but there's a lot of monsters which are resistant to poison.

On 7.1.2010 00:22 will_asher wrote:
Picking up the game again after about a 2 week break. Left Forasgil behind when I found Totila.
Had a scare when a jabberwork did about 400 damage with one chaos breath, but I got away.

On 8.1.2010 05:47 will_asher wrote:
Left behind +12 damage ring to keep amulet of trickery, left behind boots of stability to make space in the home for Barahir after finding the speed ring (Horray! a +9 speed ring!)

On 8.1.2010 14:30 fizzix wrote:
I'd swap out the acid ring for a good Con ring should you find one. (+4 or higher) Your HP is good enough to survive pretty much any single breath, but it's not good enough to take down any of the higher uniques.

You should be doing most damage with your ammo anyway, so the warfare and the acid brand aren't going to help you much.

On 8.1.2010 16:27 will_asher wrote:
Haven't found any +4 or higher Con rings yet. Besides, melee is fun. (I'll be sure to use arrows when I start fighting the tougher uniques or other real tough stuff though).

On 8.1.2010 23:09 will_asher wrote:
My mistake was staying on the same level too long, letting too many nasties spawn. I realized my mistake and read recall and was waiting for it to kick in. Then I teleported away from something into line of sight of the Lord of the Shadow Host. Why didn't I think of reading telelevel?

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