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The Angband Ladder: Slasher, Dunadan Warrior by Dragonboneman

  [Angband 3.0.6 Character Dump]

 Name   Slasher                                  Self  RB  CB  EB   Best
 Sex    Male              Age        59   STR! 18/100  +1  +5 +17 18/330
 Race   Dunadan           Height     83   INT! 18/100  +2  -2  +1 18/110
 Class  Warrior           Weight    216   WIS! 18/100  +2  -2  +8 18/180
 Title  Lord              Status     36   DEX! 18/100  +2  +2  +6 18/200
 HP     -147/1137         Maximize    Y   CON! 18/100  +3  +2 +10 18/250
 SP     0/0               Preserve    Y   CHR! 18/100  +2  -1  +1 18/120

 Level           50       Armor    [35,+129]     Saving Throw     Heroic
 Cur Exp   10770686       Fight    (+44,+30)     Stealth       Excellent
 Max Exp   10770686       Melee    (+57,+47)     Fighting      Legendary
 Adv Exp   ********       Shoot    (+56,+15)     Shooting      Legendary
 MaxDepth   4900 ft       Blows       6/turn     Disarming        Superb
 Gold       4954607       Shots       1/turn     Magic Device     Superb
 Burden   123.3 lbs                              Perception    Very Good
 Speed          +25       Infra         0 ft     Searching     Excellent

 You are one of several children of a Landed Knight.  You are the black
 sheep of the family.  You have brown eyes, straight auburn hair, and
 an average complexion.


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

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


  [Last Messages]

> The Horned Reaper resists a lot. <2x>
> The Marilith cries out in pain.
> The Hezrou is destroyed.
> The Pit Fiend resists a lot.
> The Death drake grunts with pain.
> The Ancient multi-hued dragon resists a lot.
> The Gelugon grunts with pain.
> The Osyluth resists a lot.
> The Pit Fiend resists a lot.
> The Hezrou cries out in pain.
> The Osyluth resists a lot.
> The Great Wyrm of Chaos grunts with pain.
> The Great Wyrm of Balance grunts with pain.
> The Great Wyrm of Chaos grunts with pain.
> You die.


  [Character Equipment]

a) The Ball-and-Chain of Fundin Bluecloak (4d4) (+13,+17) [+10] (+4)
   It increases your strength and wisdom by 4.  It increases your speed by
   4.  It slays undead and all evil creatures.  It provides resistance to 
   lightning, fire, nether, and life draining.  It lights the dungeon
   around you.  It activates for dispel evil (x5) every 100+d100 turns.  
   It cannot be harmed by the elements.  
b) The Short Bow of Amrod (x2) (+12,+15) (+2)
   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.  
c) The Ring of Power 'Narya' (+6,+6) (+1) {!*}
   It increases all your stats by 1.  It increases your speed by 1.  It
   provides immunity to fire.  It provides resistance to fear and nether.  
   It sustains your strength, wisdom, constitution, and charisma.  It 
   slows your metabolism and speeds your regeneration.  It grants you 
   immunity to paralysis and the ability to see invisible things.  It
   activates for large fire ball (120) every 20+d20 turns.  It cannot be
   harmed by the elements.  
d) an Amethyst Ring of Speed (+11)
   It increases your speed by 11.  
e) a Coral 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 Arkenstone of Thrain
   It provides resistance to light, dark, and life draining.  It lights
   the dungeon around you.  It grants you the ability to see invisible
   things.  It activates for detection every 30+d30 turns.  It cannot be
   harmed by the elements.  
g) The Mithril Chain Mail 'Belegennon' (-1) [28,+20] (+4)
   It increases your stealth by 4.  It provides resistance to acid, 
   lightning, fire, cold, and poison.  It activates for phase door every 2
   turns.  It cannot be harmed by the elements.  
h) a Cloak of Protection [1,+25]
   It provides resistance to shards.  It cannot be harmed by the elements.
   
i) The Small Metal Shield of Thorin [3,+25] (+4)
   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 Golden Crown of Gondor [0,+15] (+3) (charging)
   It increases your strength, wisdom, and constitution by 3.  It
   increases your speed by 3.  It provides resistance to fire, cold, light,
   blindness, confusion, sound, and chaos.  It lights the dungeon around
   you and speeds your regeneration.  It grants you the ability to see
   invisible things.  It activates for heal (500) every 250 turns.  It
   cannot be harmed by the elements.  
k) a Set of Leather Gloves of Thievery (+6,+1) [1,+10] (+5)
   It increases your dexterity by 5.  It increases your searching by 5.  
   It makes you fall like a feather.  It grants you immunity to paralysis.
   
l) a Pair of Soft Leather Boots of Speed [2,+9] (+6)
   It increases your speed by 6.  


  [Character Inventory]

a) a Holy Book of Prayers [Godly Insights]
   It cannot be harmed by the elements.  
b) 14 Rations of Food
c) 18 Clotted Red Potions of Heroism {10% off}
d) 3 Light Blue Potions of Cure Critical Wounds
e) 4 Silver Rods of Perception {!k}
   It cannot be harmed by electricity.  
f) 6 Copper Rods of Recall {!*}
   It cannot be harmed by electricity.  
g) 6 Tin-Plated Rods of Illumination
h) a Gold Rod of Enlightenment {!k}
i) a Tin Rod of Healing (charging) {!k}
   It cannot be harmed by electricity.  
j) 3 Steel Rods of Teleport Other (2 charging) {!k}
k) a Copper-Plated Wand of Drain Life (0 charges)
l) 2 Gnarled Staffs of Teleportation (0 charges)
m) The Ring of Power 'Nenya' (+8,+8) (+2)
   It increases all your stats by 2.  It increases your speed by 2.  It
   provides immunity to cold.  It provides resistance to blindness and 
   life draining.  It sustains your intelligence, wisdom, and charisma.  
   It makes you fall like a feather and speeds your regeneration.  It
   grants you immunity to paralysis, the power of telepathy, and the
   ability to see invisible things.  It activates for large frost ball
   (200) every 20+d20 turns.  It cannot be harmed by the elements.  
n) 14 Seeker Arrows of Wounding (4d4) (+19,+14) {=g}
o) 10 Seeker Arrows of Frost (4d4) (+10,+11) {=g}
   It is branded with frost.  It cannot be harmed by cold.  
p) 26 Seeker Arrows (4d4) (+3,+4)


  [Home Inventory]

a) 4 Yellow Speckled Potions of *Healing*
b) 4 Red Speckled Potions of Life
c) 3 Scrolls titled "sne saseh bjor" of Rune of Protection
d) 25 Scrolls titled "petsta ion" of *Destruction*
e) 13 Scrolls titled "bat absef" of Banishment
f) 3 Scrolls titled "uni cosapp" of Mass Banishment
g) The Necklace of the Dwarves (+3)
   It increases your strength and constitution by 3.  It increases your 
   infravision by 3.  It provides resistance to fear.  It lights the
   dungeon around you and speeds your regeneration.  It grants you 
   immunity to paralysis and the ability to see invisible things.  It
   cannot be harmed by the elements.  
h) The Elfstone 'Elessar' (+7,+7) [+10] (+2)
   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.  
i) The Jewel 'Evenstar'
   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.  
j) 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.  
k) The Palantir of Westernesse (+2)
   It increases your intelligence and wisdom by 2.  It increases your 
   searching and infravision by 2.  It provides resistance to blindness 
   and chaos.  It lights the dungeon around you.  It grants you the power
   of telepathy and the ability to see invisible things, but it also 
   aggravates creatures around you and drains experience.  It activates
   for clairvoyance every 50+d50 turns.  It cannot be harmed by the
   elements.  
l) The Metal Brigandine Armour of the Rohirrim [19,+14] (+2)
   It increases your strength and dexterity by 2.  It provides resistance
   to acid, lightning, fire, cold, fear, confusion, and sound.  It cannot
   be harmed by the elements.  
m) The Full Plate Armour of Isildur [25,+25] (+1)
   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.  
n) 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.  
o) The Dagger 'Belangil' (2d4) (+6,+9) (+2)
   It increases your dexterity by 2.  It is branded with frost.  It
   provides resistance to cold.  It slows your metabolism and speeds your
   regeneration.  It grants you the ability to see invisible things.  It
   activates for frost ball (48) every 5+d5 turns.  It cannot be harmed by
   the elements.  
p) The Small Sword 'Sting' (1d6) (+7,+8) (+2)
   It increases your strength, dexterity, and constitution by 2.  It
   increases your speed and attack speed by 2.  It slays animals, orcs, 
   undead, and all evil creatures.  It provides resistance to fear and 
   light.  It lights the dungeon around you.  It grants you immunity to
   paralysis and the ability to see invisible things.  It cannot be harmed
   by the elements.  
q) The Sabre 'Careth Asdriag' (1d7) (+8,+9) (+1)
   It increases your attack speed by 1.  It slays animals, orcs, trolls, 
   giants, and dragons.  It cannot be harmed by the elements.  
r) The Long Sword 'Anduril' (3d5) (+10,+15) [+10] (+4)
   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.  
s) The Executioner's Sword 'Crisdurian' (4d5) (+18,+19)
   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.  
t) The Spear 'Nimloth' (1d6) (+11,+13) (+3)
   It increases your stealth and speed by 3.  It slays undead.  It is
   branded with frost.  It provides resistance to cold.  It is blessed by
   the gods.  It grants you the ability to see invisible things.  It
   cannot be harmed by the elements.  
u) The Dwarven Pick of Erebor (3d4) (+5,+20) (+5)
   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 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.  
w) 24 Seeker Arrows of Holy Might (4d4) (+22,+18)
   It slays demons, undead, and all evil creatures.  It cannot be harmed
   by acid or fire.  


  [Options]

Adult: Allow purchase of stats using points  : yes (adult_point_based)
Adult: Allow specification of minimal stats  : no  (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 6.7.2006 23:13
Last updated on 18.7.2006 22:30

Download this dump

3569. on the Ladder (of 17942)
1054. on the Angband Ladder (of 5963)
5. for this player (out of 18)

Comments

Jump to latest

On 6.7.2006 23:45 Dragonboneman wrote:
Having recently won with a HE Ranger (Boris), I'm hoping this guy will be #2. Famous last words?

The long-term goal (read 'dream') is a win with each class, using a different race each time.

This guy was only started up as a change of pace after a string of early deaths with gnome mages and dwarf priests.

I've killed a few Ringwraiths and Mim was easy with shoot 'n scoot, but I'm still avoiding Ancient Green Dragons and AMHD.

!Berserk and !Speed have been surprisingly rare.

On 8.7.2006 13:27 Dragonboneman wrote:
In defiance of the Laws of Angband this warrior has maxed STR, CON and DEX before INT WIS and CHR. The RNG is either feeling generous or is setting me up for some horrendous fate as I feel tempted to go a little deeper even without RPoison...

On 8.7.2006 18:24 Dragonboneman wrote:
Took the risk and it paid off. Caspanion at 2450'.

On 8.7.2006 19:23 Dragonboneman wrote:
Moments after returning to the dungeon after that last dump I got breathed on by an unseen Drolem. Now that is lucky!

On 9.7.2006 00:05 Dragonboneman wrote:
Just had a hell of a level at 2900' with Saruman, Waldern and Itangast the Fire Drake as well as a greater vault. In the end I had to flee without grabbing nearly as much loot as I would have liked due to getting chased all over the place by an Ethereal Dragon, but I did manage to kill all the uniques despite my HP dropping to 83 at one point.
An expensive business, though. Used all my Healing potions and got some kit disenchanted. Really tense stuff.

On 9.7.2006 13:03 Dragonboneman wrote:
Just killed Bullroarer- at 3000'. Didn't realise he could appear so deep.

On 11.7.2006 01:50 Dragonboneman wrote:
Trying to dive to 4000' but finding so much interesting stuff en route it's taking a while to get there,
This is a weird, highly experimental, kit configuration, but gives me all vital resists, plus RDisen (very important for melee characters) and a CON of 18/220. I did use this setup to off the Cat Lord and Thiuringwethel the Vampire Messenger.

Many of these artifacts were found in a Red Dragon Pit at 3800'. those not yet *ID'd* were dropped by a Great Wyrm of Perplexity.

I'll probably mix it up some once I find more *ID*.

On 11.7.2006 23:33 Dragonboneman wrote:
I've reached 4000' and there's no shortage of enemies pefectly capable of killing me. Should be interesting...

On 13.7.2006 10:47 Dragonboneman wrote:
Just located a Greater Vault at 4000'. Among the goodies within are the first PDSM I have ever seen plus an unidentified ring (almost certainly Vilya or Nenya).
Hopefully I'll be able to retrieve both.
I've never actually cleared a greater vault before. I always seem to fall down trap doors after failing a disarm. God, I can't believe I've just admitted that in public.

On 13.7.2006 15:48 Dragonboneman wrote:
Still on the same level. It's even crazier than I thought - there is a second, smaller vault in the SE corner which I have opted to clear first. Barely managed to get any playing done today due to work but I've already found Hurin, Crisdurian and Erebor on this level.
Uniques in the greater vault are scary- Ungoliant, Cantoras, Ancalagon and Maeglin - and there's at least a dozen Great Wyrms of various flavours. I expect to die here but I'm going for it anyway.

On 13.7.2006 17:08 paffa_89@hotmail.com wrote:
I deeply recommend leaving Ancalagon alone, he breathes very hard and you don't have even double resistances. Cantoras will also have one double turn even when you're hasted.

On 13.7.2006 20:01 Dragonboneman wrote:
I cleared the Greater Vault but didn't even try to fight the uniques- much too powerful, not enough healing. In addition to the two vaults I also found a giant pit and a graveyard. Other uniques encountered included the Witch-King of Angmar and the Tarrasque. I didn't feel ready to kill any of them so my rods of TP Away got a lot of use.
My reward? A whopping ten artifacts - Nenya, the Palantir, Hammerhand, Elvagil, Crisudrian, Orome, Hurin, Totila, Erebor, Umbar and a Haradrim crossbow. Sweet!
No sign of any PDSM though, don't know why I thought I saw one. Could it have been crushed by something?

On 14.7.2006 01:56 Dragonboneman wrote:
Recklessly dove to 4900', where I will be hunted by - oops, I mean hunting - the remaining uniques. The summoning uniques are tricky cos I don't go in for that "hockey stick" nonsense.

On 16.7.2006 02:24 Dragonboneman wrote:
Clvl 50 and still not dead. 14 uniques to go before Sauron and Morgy- Gothmog, Vecna, Carcharoth, Kronos, the Tarrasque, Ancalagon, Draugluin, Pazuzu, Qlzqqlzuup, Polyphemus, the Mouth of Sauron, Uriel, Ji Indur Dawndeath and Harowen. Just killed Feagwath who dropped Thorin, and Azrael who dropped Fundin.
Using Thorin means I no longer have sustain Dex, but it seems like a reasonable trade. I have a hole in rNexus, but I think that's more inconvenient than deadly at this stage.

On 16.7.2006 13:13 Dragonboneman wrote:
I always thought this character would be killed by the Tarrasque. Not any more though. Lizard burgers for everyone!

On 18.7.2006 01:12 Dragonboneman wrote:
Ancalagon gave me my hardest victory yet, despite having two immunities. He does indeed "breathe very hard". When he finally went down after a good twenty minutes' worth of old-fashioned hit and run there were summoned great wyrms scattered all over the level, giving me the chance to scoop up a few artifacts including Elessar.
Remaining uniques- Pazuzu, Kronos, the Mouth, Gothmog, Sauron, Morgoth.

On 18.7.2006 22:57 Dragonboneman wrote:
Bugger.

Meleeing Gothmog, remembered to wear Narya to stop him burning my staves, but somehow forgot he also drains charges- the reason I'd been avoiding balrogs all game. Mistake #1.

In desperation I used Belegennon to phase out of the room- straight into Gothmog's escort plus a various high elemental wyrms. Completely surrounded with no means of escape, I knew it was over.

Look at all the stuff in my home which would have saved me. Mistake #2.

Oh well. Painful lessons make for better players.

Next time I take on Gothmog I'll remember to pack escape scrolls - not just staves- as well as having fire immunity.

On 18.7.2006 23:04 Dragonboneman wrote:
I notice I have the highest-ranked dead Dunadan Warrior on the ladder. So at least I achieved something.

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