The Angband Ladder: Potemkin, Dunadan Warrior by <cwtwc@hotmail.com>

  [Angband 3.0.3 Character Dump]

 Name   Potemkin                                 Self  RB  CB  EB   Best
 Sex    Male              Age        57   STR! 18/100  +1  +5 +13 18/290
 Race   Dunadan           Height     89   INT! 18/100  +2  -2  +5 18/150
 Class  Warrior           Weight    189   WIS! 18/100  +2  -2  +5 18/150
 Title  Lord              Status     31   DEX! 18/100  +2  +2  +8 18/220
 HP     1114/1114         Maximize    Y   CON! 18/100  +3  +2  +7 18/220
 SP     0/0               Preserve    Y   CHR! 18/100  +2  -1  +3 18/140

 Level           50       Armor    [27,+130]     Saving Throw     Heroic
 Cur Exp    9007702       Fight    (+44,+35)     Stealth       Excellent
 Max Exp    9007702       Melee    (+54,+50)     Fighting      Legendary
 Adv Exp   ********       Shoot    (+54,+14)     Shooting      Legendary
                          Blows       6/turn     Disarming        Superb
 Gold       1679496       Shots       1/turn     Magic Device     Superb
                                                 Perception         Fair
 Burden   196.0 lbs       Infra         0 ft     Searching          Fair

 You are one of several children of a Yeoman.  You are a credit to the
 family.  You have brown eyes, straight black hair, and a very fair
 complexion.



  [Character Equipment]

a) The Long Sword 'Anduril' (3d5) (+10,+15) [+10] (+4) {@w0}
   It increases your strength and dexterity by 4.  It slays orcs, trolls, 
   undead, and all evil creatures.  It is branded with fire.  It provides
   resistance to fire, fear, and disenchantment.  It sustains your 
   strength and dexterity.  It is blessed by the gods.  It grants you 
   immunity to paralysis and the ability to see invisible things.  It
   activates for fire ball (72) every 40 turns.  It cannot be harmed by
   the elements.  
b) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10) {Demilich, Lev 63}
   It increases your speed by 10.  It provides resistance to fire.  It
   activates for fire branding of bolts every 999 turns.  It cannot be
   harmed by the elements.  
c) a Corundum Ring of Speed (+13)
   It increases your speed by 13.  
d) The Ring of Barahir (+1) {Rogrog, Lev 60}
   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.  
e) The Elfstone 'Elessar' (+7,+7) [+10] (+2) {Red Dragon Pit, Lev 63}
   It increases your strength, wisdom, and charisma by 2.  It increases
   your speed by 2.  It provides resistance to fire, poison, and fear.  It
   activates for heal (500) every 200 turns.  It cannot be harmed by the
   elements.  
f) The Star of Elendil
   It lights the dungeon around you.  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 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) a Cloak of the Magi [1,+8] (+2)
   It increases your intelligence by 2.  It increases your stealth by 2.  
   It sustains your intelligence.  It grants you the power of telepathy.  
   It cannot be harmed by acid.  
i) The Small Metal Shield of Thorin [3,+25] (+4) {Glaurung, Lev 70}
   It increases your strength and constitution by 4.  It provides immunity
   to acid.  It provides resistance to fear, sound, and chaos.  It grants
   you immunity to paralysis.  It cannot be harmed by the elements.  
j) The Iron Helm 'Holhenneth' [5,+10] (+2)
   It increases your intelligence and wisdom by 2.  It increases your 
   searching by 2.  It provides resistance to blindness and confusion.  It
   grants you the ability to see invisible things.  It activates for 
   detection every 55+d55 turns.  It cannot be harmed by the elements.  
k) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2) {Lev 63}
   It increases your strength and constitution by 2.  It grants you 
   immunity to paralysis.  It cannot be harmed by the elements.  
l) a Pair of Metal Shod Boots of Speed [6,+12] (+9) {Cat Lord, Lev 72}
   It increases your speed by 9.  


  [Character Inventory]

a) 24 Misty Potions of Cure Critical Wounds
b) 2 Violet Speckled Potions of Healing
c) 9 Grey Speckled Potions of Restore Life Levels
d) 53 Scrolls titled "evs see olech" of Phase Door
e) 35 Scrolls titled "temit nesaks" of Teleportation
f) a Scroll titled "nelg tueha" of *Identify*
g) 13 Scrolls titled "trolder mar" of Recharging
h) 48 Scrolls titled "blu urseh turs" of Satisfy Hunger
i) 2 Magnesium Rods of Perception {@z1}
j) a Gold Rod of Recall
k) a Zirconium Rod of Healing {@z2}
l) a Cast Iron Wand of Teleport Other (4 charges)
m) a Balsa Staff of Teleportation (3 charges)
n) a Hemlock Staff of Speed (5 charges)
o) a Hemlock Staff of Speed (4 charges)
p) a Cypress Staff of Banishment (3 charges)
q) The Jewel 'Evenstar' (charging) {Lev 66}
   It provides resistance to cold, dark, and life draining.  It sustains
   your intelligence, wisdom, and constitution.  It activates for restore
   life levels every 150 turns.  It cannot be harmed by the elements.  
r) The Mattock of Nain (2d8) (+12,+18) (+6 to searching) {Feagwath, Lev 85, @w}
   It increases your strength by 6.  It increases your searching, 
   infravision, and tunneling by 6.  It slays orcs, trolls, giants, and 
   dragons.  It provides resistance to dark and disenchantment.  It
   activates for stone to mud every 2 turns.  It cannot be harmed by the
   elements.  


  [Home Inventory]

a) The Ring of Tulkas (+4)
   It increases your strength, dexterity, and constitution by 4.  It
   provides resistance to fear.  It activates for haste self (75+d75
   turns) every 150+d150 turns.  It cannot be harmed by the elements.  
b) The Amulet of Ingwe (+3) {Great Bile Wyrm, Lev 72}
   It increases your intelligence, wisdom, and charisma by 3.  It
   increases your infravision by 3.  It provides resistance to acid, 
   lightning, and cold.  It grants you immunity to paralysis and the
   ability to see invisible things.  It activates for dispel evil (x5)
   every 50+d50 turns.  It cannot be harmed by the elements.  
c) The Phial of Galadriel
   It lights the dungeon around you.  It activates for illumination every
   10+d10 turns.  It cannot be harmed by the elements.  
d) The Full Plate Armour of Isildur [25,+25] (+1) {Graveyard, Lev 60}
   It increases your constitution by 1.  It provides resistance to acid, 
   lightning, fire, cold, confusion, sound, and nexus.  It cannot be
   harmed by the elements.  
e) The Cloak 'Colluin' [1,+15] {Glaurung, Lev 70}
   It provides resistance to acid, lightning, fire, cold, and poison.  It
   activates for resistance (20+d20 turns) every 111 turns.  It cannot be
   harmed by the elements.  
f) The Large Metal Shield of Anarion [5,+20] {Glaurung, Lev 70}
   It provides resistance to acid, lightning, fire, and cold.  It sustains
   all your stats.  It cannot be harmed by the elements.  
g) The Metal Cap of Celebrimbor [3,+18] (+3 to searching) {Saruman, Lev 59}
   It increases your intelligence, dexterity, and charisma by 3.  It
   increases your searching by 3.  It provides resistance to acid, fire, 
   shards, and disenchantment.  It cannot be harmed by the elements.  
h) The Broad Sword 'Arunruth' (3d5) (+20,+12) (+4)
   It increases your dexterity by 4.  It slays orcs and demons.  It
   provides resistance to cold.  It slows your metabolism and makes you
   fall like a feather.  It grants you immunity to paralysis.  It
   activates for frost bolt (12d8) every 50 turns.  It cannot be harmed by
   the elements.  
i) The Broad Sword 'Aeglin' (2d5) (+12,+16) (+1) {Glaurung, Lev 70}
   It increases your searching by 1.  It slays orcs, trolls, and giants.  
   It is branded with electricity.  It provides resistance to lightning
    and blindness.  It is blessed by the gods, slows your metabolism, and 
   lights the dungeon around you.  It cannot be harmed by the elements.  
j) The Broad Sword 'Orcrist' (2d5) (+10,+15) (+3) {Ancient Red Dragon, Lev 63}
   It increases your searching by 3.  It slays orcs, dragons, and all evil
   creatures.  It is branded with frost.  It provides resistance to cold
    and dark.  It is blessed by the gods, slows your metabolism, and 
   lights the dungeon around you.  It cannot be harmed by the elements.  
k) The Broad Sword 'Glamdring' (2d5) (+10,+15) (+1)
   It increases your searching by 1.  It slays orcs, demons, and all evil
   creatures.  It is branded with fire.  It provides resistance to fire
    and light.  It is blessed by the gods, slows your metabolism, and 
   lights the dungeon around you.  It cannot be harmed by the elements.  
l) The Scimitar 'Haradekket' (2d5) (+9,+11) (+2) {Lev 67}
   It increases your dexterity by 2.  It increases your attack speed by 2.
   It slays animals, undead, and all evil creatures.  It grants you the
   ability to see invisible things.  It cannot be harmed by the elements.  
   
m) The Bastard Sword 'Calris' (5d4) (+6,+20) (+5) {@w0}
   It increases your constitution by 5.  It slays trolls, demons, and all
   evil creatures, and it is especially deadly against dragons.  It
   provides resistance to disenchantment.  It aggravates creatures around
   you.  It cannot be harmed by the elements.  
n) The Executioner's Sword 'Crisdurian' (4d5) (+18,+19) {Lev 59}
   It slays orcs, trolls, giants, dragons, undead, and all evil creatures.
   It grants you the ability to see invisible things.  It cannot be harmed
   by the elements.  
o) The Spear 'Nimloth' (1d6) (+11,+13) (+3) {Saruman, Lev 59}
   It increases your stealth and speed by 3.  It cannot be harmed by the
   elements.  It might have hidden powers.  
p) The Broad Axe 'Barukkheled' (2d6) (+13,+19) (+3) {Lev 34}
   It increases your constitution by 3.  It cannot be harmed by the
   elements.  It might have hidden powers.  
q) The Glaive of Pain (9d6) (+0,+30) {Saruman, Lev 59}
   It provides resistance to fear.  It cannot be harmed by the elements.  
r) The Halberd 'Osondir' (3d5) (+6,+9) (+3) {Glaurung, Lev 70}
   It increases your charisma by 3.  It cannot be harmed by the elements.  
   It might have hidden powers.  
s) The Battle Axe of Balli Stonehand (3d8) (+8,+11) [+5] (+3)
   It increases your strength and constitution by 3.  It increases your 
   stealth by 3.  It slays orcs, trolls, and demons.  It provides
   resistance to acid, lightning, fire, cold, and blindness.  It makes you
   fall like a feather and speeds your regeneration.  It grants you 
   immunity to paralysis and the ability to see invisible things.  It
   cannot be harmed by the elements.  
t) The Whip of Gothmog (6d3) (+13,+15) (-3) {Greater Vault, Lev 72, cursed}
   It decreases your intelligence, wisdom, and dexterity by 3.  It slays 
   animals, trolls, and giants, and it is especially deadly against 
   dragons.  It is branded with fire.  It provides immunity to fire.  It
   provides resistance to lightning and dark.  It lights the dungeon
   around you.  It aggravates creatures around you and is heavily cursed.  
   It activates for large fire ball (120) every 15 turns.  It cannot be
   harmed by the elements.  
u) The Dwarven Pick of Erebor (3d4) (+5,+20) (+5) {@w0, Lesser Vault, Lev 66}
   It increases your strength and constitution by 5.  It increases your 
   tunneling by 5.  It slays orcs, trolls, and demons.  It is branded with 
   acid.  It provides resistance to light, dark, and chaos.  It sustains
   your strength.  It lights the dungeon around you.  It cannot be harmed
   by the elements.  
v) The Short Bow of Amras (x2) (+12,+15) (+1 to speed)
   It increases your intelligence, wisdom, and dexterity by 1.  It
   increases your speed, shooting speed, and shooting power by 1.  It
   provides resistance to lightning, fire, and cold.  It slows your
   metabolism.  It cannot be harmed by the elements.  
w) The Short Bow of Amrod (x2) (+12,+15) (+2) {Hoarmurath of Dir, Lev 72}
   It increases your strength and constitution by 2.  It increases your 
   shooting power by 2.  It provides resistance to lightning, fire, and 
   cold.  It speeds your regeneration.  It cannot be harmed by the
   elements.  
x) The Heavy Crossbow of Umbar (x4) (+18,+18) (+2)
   It increases your strength and constitution by 2.  It increases your 
   shooting power by 2.  It provides resistance to lightning, light, dark,
    and blindness.  It aggravates creatures around you.  It activates for 
   a magical arrow (150) every 20+d20 turns.  It cannot be harmed by the
   elements.  


  [Options]

Adult: Allow purchase of stats using points  : no  (adult_point_based)
Adult: Allow specification of minimal stats  : yes (adult_auto_roller)
Adult: Maximize effect of race/class bonuses : yes (adult_maximize)
Adult: Preserve artifacts when leaving level : yes (adult_preserve)
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: Randomize some of the artifacts (beta): no  (adult_rand_artifacts)
Adult: Don't stack objects on the floor      : no  (adult_no_stacking)
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 13.5.2003 01:42
Last updated on 4.6.2003 07:42

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Comments

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On 13.5.2003 01:42 cwtwc@hotmail.com wrote:
wierd find in broken dagger of westernesse

On 13.5.2003 11:45 graham@blessyou.co.uk wrote:
You ought to increase the +to Dam, it will be do the same damage as the pike as soon as it gets to about +5 to Dam if you have 1 blow/turn, if you have 2 (which is probably unlikely with your stats) you will do far more damage. However, see Invis / Free Action / And stat increases would make it worthwhile.

On 14.5.2003 07:19 cwtwc@hotmail.com wrote:
thx for tip, pike's gone, say hello to war hammer :)

On 14.5.2003 07:53 cwtwc@hotmail.com wrote:
found rod of recall at 350'. WooHoo!!
anyone can enlighten me what requirements must i meet to use it? ;p

On 14.5.2003 20:05 graham@blessyou.co.uk wrote:
I have no idea, I've never found one so shallow before - normally I'm at about 1800-2000ft with a ranger (therefore slightly better magic device)... I would advise never selling it with a warrior, it'll come in far too handy later on.

On 15.5.2003 14:09 cwtwc@hotmail.com wrote:
cleared orc room at 350' ...stress

On 15.5.2003 16:25 cwtwc@hotmail.com wrote:
Found staff of POWER at 350' ...what's that?

On 16.5.2003 00:52 graham_blessyou.co.uk wrote:
It's a dispel monsters thing - try it in a room full of monsters...

On 16.5.2003 16:26 cwtwc@hotmail.com wrote:
now i just need to increase my rate of fire, then i can safely declare myself as a ninja :p
graham can you provide any tips as you sounded a pro to me thx :)

On 17.5.2003 00:39 blahg@ucla.edu wrote:
Potemkin, eh? GGXX player? :)

Search for Ky-Kiske, the Human Paladin ;)

On 17.5.2003 09:21 cwtwc@hotmail.com wrote:
I'm junk collecter...another wierd find in blessed broken dagger...funny

On 17.5.2003 09:22 cwtwc@hotmail.com wrote:
correction. its broken sword not dagger

On 17.5.2003 19:17 cwtwc@hotmail.com wrote:
found ammy of resistance on lv13..sweet

On 18.5.2003 21:42 cwtwc@hotmail.com wrote:
updated...pot suddenly had a fetish in trapdoors...am semi-diving because of that :(

On 20.5.2003 14:32 graham@blessyou.co.uk wrote:
Free action is invaluable, so don't get rid of your defender weapon until you can get it elsewhere (paralysis resistance) - replace your ring of slow digestion with a ring of damage, and save up for strength and dexterity potions until they are both 18... You'll start to do at least 40 damage per melee round instead of 10... Good resistance cover for your depth (presumably still shallower than dlvl 20?). If you want feedback and stuff, please feel free to email me...

On 20.5.2003 14:36 graham@blessyou.co.uk wrote:
Also, replace your armour with some chain mail or something with a high base AC, and buy as many scrolls of enchant armour as you can get your hands on. Ideally, you want an AC of about 80+ at the depth you're at. And enchant the + to Dam on your bow, it gets a lot more powerful very quickly. Once it's +9, enchant some arrows to +5 or so, and you'll find it more powerful than your melee weapon. Useful to have a ranged option as a warrior :)

On 20.5.2003 14:45 graham@blessyou.co.uk wrote:
Also, I think your amulet is largely redundant as your weapon covers the same resistances, you might be better off with an amulet of slow digestion to replace the ring. However, keep the amulet, and put it back on if you can find a weapon (dagger or main gauche preferably at this stage) of westernesse - That way, free action is still covered (by the westernesse), all basic resistances are covered by the amulet, and the westernesse weapon increases Strength, Dexterity and Constitution (which with a dagger / main gauche may give you another blow!). It also gives you see invisible, slay orc, slay troll and slay giant, so unique orcs would be a breeze... :)

On 21.5.2003 09:02 cwtwc@hotmail.com wrote:
ohh.so resistances on two different items doesnt stack...i thought they do :P
updated now at dlvl18...

On 21.5.2003 09:04 cwtwc@hotmail.com wrote:
please comment on my work and mistakes(if there's any) thanks

On 22.5.2003 13:02 cwtwc@hotmail.com wrote:
updated...i dunno which weapon to use after my defender...blade of chaos for its resist chaos? or glamdring for its better damage?
pls advise

On 23.5.2003 07:34 ramela@helsinki.fi wrote:
I've never been attacked by a Chaos attack yet. I'm almost done with stat gain with autoscummer on and I haven't
encountered any monsters with Chaos.

Based on that, I'd say you don't
need chaos resistance until after
dungeon level 34. I'd go for the
Defender. Funny how a Ego- Blade of Chaos is hands down better than an artifact. :-)

On 23.5.2003 07:38 cwtwc@hotmail.com wrote:
Grrr...these water hounds are getting on my nerves...my Ac is a measly 46...im on dlvl 22 already...
Looking forward to those huge rooms with a ton of traps in there...encountered 1 at dlvl22..but the giant fleas spoiled it all.. :(

On 23.5.2003 11:11 graham@blessyou.co.uk wrote:
I would probably swap your crossbows over - 2 shots/turn at x3 is better than 1 shot at x4.... Chaos resistance becomes essential at about dlvl 50 and deeper, but isn't a major concern at 34. If that really is your depth, stay there until your stats are much much much higher. Surviving at that depth with 46 AC is really very very impressive... Get your strength, con and dex maxxed at the very least before diving further, and you'll find yourself doing a lot more damage.

On 23.5.2003 11:14 graham@blessyou.co.uk wrote:
Ah, misread your depth thingy - the only concern from chaos is from chaos and balance drakes at that depth, and they're not particularly nasty, provided you have a reasonable amount of spare HP to lose in case they breathe... Don't wait for stat potions at dlvl 22, they don't appear till 30, and keep an eye out for Air Hounds - poison could easily be your downfall without resistance. On that note, carry around some CCW potions, as they cure confusion, blindness, cuts and poison, and are very common and cheap. Not that many HP restored, but good for allowing yourself to escape (remove confusion for staffs, blindness and confusion for scrolls).

On 23.5.2003 14:58 ramela@helsinki.fi wrote:
Ive seen alot of Chaos Drakes
at dlvl 28-32 who've breathed
disenchanment only, never
chaos.

Luckily I had res-disenchantment
from Anduril and a Shield of the
Elvenkind, which allows me to
use Ringil without fear of getting
my good gear dissed. :)

On 23.5.2003 15:21 graham@blessyou.co.uk wrote:
IIRC, Chaos Drakes should appear at dlvl 33 and deeper (though obviously RNG will occasionally give them to you shallower), and they technically should breathe chaos as often as disenchantment. Either way, it's nowhere near as nasty as Chaos Hounds which come a bit deeper than dlvl 50 and can kill you in a turn or two without resistance (as a pack that is).

PS I agree Anduril is a real equipment saver, though I'm curious as to how it helped you to use Ringil safely?

On 23.5.2003 20:08 ramela@helsinki.fi wrote:
Heh, I wrote a bit unclearly due to
applying finnish grammar to english.
:-)

What I meant was that Anduril kept
my gear safe until I found the greater checkerboard vault with
Ringil. After I got Ringil I swapped
my Large Leather Shield of Celegrom
for a Shield of Elvenkind that has
res_disenchant. I found that
shield only two dives before I found Ringil. Just in time.

I now have +15 speed from
Ringil, an Amulet of Trickery and
that Leather Armour,
'Thakkletoth' or something and I
get 5 Blows with Ringil. :-)

As soon as I get my CON maxed
and get a reasonable source of
Hold Life I'll dive some more.
Playing a Dwarf Paladin, BTW.

On 23.5.2003 20:45 cwtwc@hotmail.com wrote:
found holhenneth at lv.23...finally Ac reached acceptable levels...

On 23.5.2003 21:14 ramela@helsinki.fi wrote:
Good for you! :)
Thats one of my favorite hats.

On 24.5.2003 13:29 cwtwc@hotmail.com wrote:
updated ..swapped ring of dam +9 for ring of STR +2, currently doing 3 hits/turn.

On 25.5.2003 06:50 cwtwc@hotmail.com wrote:
updated...now using calris after uncursing it with 20+ to-hit scrolls..hehe

On 25.5.2003 18:13 ramela@helsinki.fi wrote:
2 Blows with Calris... Nice.
Calris gives Resistance to Disenchantment, so you can melee all the Uniques and Disenchanter monsters without fear of Disenchantment.

On 26.5.2003 01:57 graham@blessyou.co.uk wrote:
Yup, it's a nice weapon all right, I almost killed Morgoth with it:
http://angband.oook.cz/ladder-show.php?id=1375

On 26.5.2003 04:35 cwtwc@hotmail.com wrote:
updated..its 3 blows/turn now with calris..:P

On 26.5.2003 07:08 ramela@helsinki.fi wrote:
great. :-)

The difference between 3 blows and 5 blows is quite small, so don't be suprised if you suddenly find yourself with 5 blows... :-)

Getting six requires alot more, IIRC. DEX 18/150+ if I'm not mistaken....

On 27.5.2003 00:30 graham@blessyou.co.uk wrote:
I've no idea - Only warriors get 6 blows, and I never use them...

On 27.5.2003 02:37 cwtwc@hotmail.com wrote:
updated...swapped calris for auduril, now doing 5blows/turn. found thalkettoth, slowly improving on speed

On 27.5.2003 09:23 lol@lyn.us wrote:
something I always do is to *never* carry staffs of teleportations, since they might fail in usage. better get on with a bunch of scrolls which never fail and you'll still have some if one burns up. if you gotta flee, scrolls > staffs. those teleport level are crappier :)

On 27.5.2003 10:07 cwtwc@hotmail.com wrote:
finally 6 blows/turn...morgoth watch out! :P

On 27.5.2003 12:45 ramela@cs.helsinki.fi wrote:
Great! Anduril is a nice toothpick.
:-) Soon you'l be done with StatGain and can dive.

Remember to carry along some for of temporary speed boost.

On 27.5.2003 21:07 cwtwc@hotmail.com wrote:
all stats maxed cept for dexterity...pot of augmentation really helps alot

On 27.5.2003 21:32 cwtwc@hotmail.com wrote:
updated...now at dlvl 47...only thing i need is hold life, pots of dex and speed..any other ideas?

On 28.5.2003 17:11 cwtwc@hotmail.com wrote:
RIP saruman, thx for the 4 artifacts u dropped :)

On 28.5.2003 17:48 graham@blessyou.co.uk wrote:
Wow, you've been playing it a fair bit recently...

Hold life isn't overly essential, I just normally carry pot of RLL in case it gets zapped. However, it looks like you have no source of resist chaos and resist nether. At your depth, that is becoming vital. If you have met Azriel yet, you will know what I mean....

If you got those, then just level up to 50 and get your CON up a bit and you'll be ready to go v. v. deep...

On 28.5.2003 20:23 cwtwc@hotmail.com wrote:
almost suffered a heart attack when nether hounds reduced my hp(730 after nether att reduced my lvl) to TWENTY FIVE....NO Tele scrolls, no tele staffs, no pots of healing ....i gotta pray for 1 minute before using phase door where finally luck smiled on my side, phased to another room where hounds cant reach...drank 7-10 critical pots at 1 shot, then recall worked....PHEW

On 29.5.2003 00:25 graham@blessyou.co.uk wrote:
RNG is obviously feeling in a good mood :)

As mentioned, you are really going to rue not having chaos and nether resistance at your depth - both hounds are extremely nasty. Also Great Wyrms of Chaos will come along before too long as well (DLvl 75)

Still, you survived :)

On 2.6.2003 03:16 cwtwc@hotmail.com wrote:
updated. doing fine now, slowing diving to lev 100...

On 3.6.2003 15:03 cwtwc@hotmail.com wrote:
updated....nothing much, just slew some uniques, gabriel being the latest, need some kick-ass weapons fast. the sword is not holding any longer against greater balrogs and co. now(Lev 78). Need fire immunity too.
wonder if whip of gothmeg can work here?

On 3.6.2003 18:37 graham@blessyou.co.uk wrote:
Most of my uniques (Including Pazuzu, Gothmog, Sauron, Witch-King, Feagwath, Vecna, Atlas, Kronos, the Tarrasque etc..) were all killed using Calris, which you have - so don't be too worried about your weapon. In fact, all you need is to cover your resists (And preferably fire and cold immunity) and you'll be strong enough to go all the way...

On 4.6.2003 07:42 cwtwc@hotmail.com wrote:
updated...bought a ton of tele scrolls, now pot thinks he's ready for lev 90 and beyond :)

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