The Angband Ladder: Wally, Dwarf Warrior by <sharlyjones@hotmail.com>

  [Angband 3.0.5 Character Dump]

 Name   Wally                                    Self  RB  CB  EB   Best
 Sex    Male              Age        48   STR! 18/100  +2  +5 +13918/1560
 Race   Dwarf             Height     48   INT! 18/100  -3  -2 +12618/1310
 Class  Warrior           Weight    140   WIS! 18/100  +2  -2 +12818/1380
 Title  ***WINNER***      Status      7   DEX! 18/100  -2  +2 +13018/1400
 HP     1027/1152         Maximize    Y   CON! 18/100  +2  +2 +13318/1470
 SP     0/0               Preserve    Y   CHR! 18/100  -3  -1 +13218/1380

 Level           50       Armor    [50,+136]     Saving Throw     Heroic
 Cur Exp   23643485       Fight    (+49,+42)     Stealth            Fair
 Max Exp   23643485       Melee    (+54,+67)     Fighting      Legendary
 Adv Exp   ********       Shoot    (+59,+14)     Shooting      Legendary
 MaxDepth   Lev 101       Blows       4/turn     Disarming        Superb
 Gold       3016273       Shots       1/turn     Magic Device     Superb
                                                 Perception         Poor
 Burden   344.9 lbs       Infra      1300 ft     Searching          Fair

 You are the only child of a Dwarven Miner.  You are the black sheep of
 the family.  You have dark brown eyes, wavy black hair, a four foot
 beard, and a dark 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:.............


  [Character Equipment]

a) The Mighty Hammer 'Grond' (9d9) (+5,+25) [+10]
   It slays animals, orcs, trolls, and all evil creatures, and is
   especially deadly against dragons, demons, and undead.  It creates
   earthquakes on impact.  It grants you the power of telepathy and the
   ability to see invisible things, but it also aggravates creatures
   around you.  It cannot be harmed by the elements.  
b) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10)
   It increases your speed by 10.  It cannot be harmed by the elements.  
   It might have hidden powers.
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 Adamantite Ring of Speed (+12)
   It increases your speed by 12.  
e) The Elfstone 'Elessar' (+7,+7) [+10] (+2)
   It increases your strength, wisdom, and charisma by 2.  It increases
   your speed by 2.  It cannot be harmed by the elements.  It might have
   hidden powers.
f) The Phial of Galadriel
   It lights the dungeon around you.  It cannot be harmed by the elements.
   It might have hidden powers.
g) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4) (charging)
   It increases your strength and charisma by 4.  It provides resistance
   to acid, lightning, fire, cold, dark, and disenchantment.  It activates
   for banishment every 500 turns.  It cannot be harmed by the elements.  
h) The Cloak 'Colannon' [1,+15] (+3)
   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) 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 Massive Iron Crown of Morgoth [0,+0] (+125) {cursed}
   It increases all your stats by 125.  It increases your infravision by
   125.  It provides resistance to acid, lightning, fire, cold, poison, 
   fear, light, dark, confusion, nexus, and nether.  It lights the dungeon
   around you.  It grants you the power of telepathy and the ability to
   see invisible things, but it also is permanently cursed.  It cannot be
   harmed by the elements.  
k) The Set of Cesti of Fingolfin (+9,+9) [5,+19] (+4)
   It increases your dexterity by 4.  It provides resistance to acid.  It
   grants you immunity to paralysis.  It activates for a magical arrow
   (150) every 30+d30 turns.  It cannot be harmed by the elements.  
l) The Pair of Metal Shod Boots of Thror [6,+17] (+3)
   It increases your strength and constitution by 3.  It increases your 
   speed by 3.  It provides resistance to fear.  It cannot be harmed by
   the elements.  


  [Character Inventory]

a) 3 Rations of Food
b) 4 Dark Red Potions of Healing
c) 16 Scrolls titled "uni ernes" of *Identify*
d) 2 Scrolls titled "flitsta ulkwed" of Holy Chant
e) a Scroll titled "for nes" of Holy Prayer
f) 7 Scrolls titled "dokala statri" of Protection from Evil
g) 12 Scrolls titled "kho batwerg" of *Destruction*
h) 7 Nickel Rods of Perception
   It cannot be harmed by electricity.  
i) 5 Rusty Rods of Recall
   It cannot be harmed by electricity.  
j) 4 Aluminum-Plated Rods of Detection
   It cannot be harmed by electricity.  
k) 3 Molybdenum Rods of Restoration (1 charging)
   It cannot be harmed by electricity.  
l) 6 Copper Rods of Teleport Other (1 charging) {40% off}
m) The Ring of Power 'Nenya' (+8,+8) (+2) (charging)
   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) Partial Plate Armour (Dwarven) (-3) [22,+26] (+2)
   It increases your strength and constitution by 2.  It increases your 
   infravision by 2.  It grants you immunity to paralysis.  It cannot be
   harmed by acid or fire.  
o) 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.  
p) a Set of Cesti of Power (+3,+2) [5,+18] (+1)
   It increases your strength by 1.  
q) The Blade of Chaos 'Doomcaller' (6d5) (+18,+28) [-50]
   It slays animals, trolls, demons, and all evil creatures, and is
   especially deadly against dragons.  It is branded with frost.  It
   provides resistance to acid, lightning, fire, cold, and chaos.  It
   grants you immunity to paralysis, the power of telepathy, and the
   ability to see invisible things, but it also aggravates creatures
   around you.  It cannot be harmed by the elements.  
r) The Great Axe of Durin (4d4) (+10,+20) [+15] (+3)
   It increases your strength and constitution by 3.  It increases your 
   tunneling by 3.  It slays orcs, trolls, and demons, and is especially
   deadly against dragons.  It is branded with acid and fire.  It provides
   resistance to acid, fire, fear, light, dark, confusion, and chaos.  It
   grants you immunity to paralysis.  It cannot be harmed by the elements.
   
s) The Long Bow 'Belthronding' (x3) (+20,+22) (+1)
   It increases your dexterity by 1.  It increases your stealth, speed, 
   and shooting speed by 1.  It provides resistance to disenchantment.  It
   cannot be harmed by the elements.  
t) 28 Seeker Bolts (4d5) {excellent}


  [Home Inventory]

a) The Ring of Barahir (+1)
   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.  
b) 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.  
c) The Amulet of Carlammas (+2)
   It increases your constitution by 2.  It provides resistance to fire.  
   It activates for protection from evil every 225+d225 turns.  It cannot
   be harmed by the elements.  
d) The Jewel 'Evenstar' (charging)
   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.  
e) 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.  
f) The Arkenstone of Thrain (charging)
   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 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) The Metal Brigandine Armour of the Rohirrim [19,+13] (+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.  
i) 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.  
j) 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.  
k) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2)
   It increases your strength and constitution by 2.  It grants you 
   immunity to paralysis.  It cannot be harmed by the elements.  
l) The Dagger 'Angrist' (2d4) (+10,+15) [+5] (+4)
   It increases your dexterity by 4.  It increases your speed by 4.  It
   cannot be harmed by the elements.  It might have hidden powers.
m) The Long Sword 'Anguirel' (2d5) (+7,+10) (+2)
   It increases your strength and constitution by 2.  It increases your 
   speed by 2.  It slays demons and all evil creatures.  It is branded
   with poison.  It provides resistance to lightning, light, and dark.  It 
   lights the dungeon around you.  It grants you immunity to paralysis and 
   the ability to see invisible things, but it also aggravates creatures
   around you.  It cannot be harmed by the elements.  
n) 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.  
o) The Beaked Axe of Hurin (3d6) (+12,+15) (+2)
   It increases your strength and constitution by 2.  It slays trolls and 
   dragons, and is especially deadly against demons.  It is branded with 
   acid.  It provides resistance to acid, fire, and dark.  It lights the
   dungeon around you.  It activates for berserk rage (50+d50 turns) every
   80+d80 turns.  It cannot be harmed by the elements.  
p) The Battle Axe of Balli Stonehand (3d8) (+7,+9) [+4] (+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.  
q) The Lucerne Hammer 'Turmil' (2d5) (+10,+6) [+8] (+4)
   It increases your wisdom by 4.  It increases your infravision by 4.  It
   slays orcs.  It is branded with frost.  It provides resistance to cold 
   and light.  It lights the dungeon around you and speeds your
   regeneration.  It activates for drain life (90) every 40 turns.  It
   cannot be harmed by the elements.  
r) The Mattock of Nain (2d8) (+12,+18) (+6 to searching)
   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.  


  [Options]

Adult: Allow purchase of stats using points  : no  (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 17.9.2006 07:42
Last updated on 28.9.2006 17:27

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1423. on the Ladder (of 18915)
220. on the Angband Ladder (of 6466)

Comments

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On 23.9.2006 06:49 wrote:
Doomcaller?

On 23.9.2006 08:56 wrote:
yeah? what about it?

On 23.9.2006 09:55 wrote:
Why not use it, at least as a swap? It's one of the best 3 or 4 weapons in the game. And it will give you ESP as a side benny.

Durin:
600 damage from Fire/Acid
720 dam/turn vs Dragons
Doomcaller:
684 dam/turn - vs Evil
800 dam/turn - Cold/Demons
1000(!) dam/turn vs dragons

On 23.9.2006 10:14 wrote:
Just found the other ring of power that gives me ESP. Hadn't heard of this weapon, whoops! thought the -50 was a bit much, but those stats look nice! thanks for your help. Any other suggestions?

On 23.9.2006 19:36 wrote:
You'll notice 200 dam/turn extra a lot more than the effects of -50 AC. Only against undead is Durin competitive.

Your gear is great, but you are missing some basic stuff.

* At less than +30 hasted speed, Morgoth will double move you fairly often, and he can kill you with two mana storms, if your HP are down even a little bit. You generally need 1 speed ring, unless you have good BoS, Ringil or Cubragol.

* Nice sling! (It does better damage than Bard, unless you have Holy Might ammo.)

* Why are you keeping all those rods? You only ever need 2 Recall, and Electric and Cold ball do minimal damage. (Acid Ball is useful for ID.)

* You are low on Teleport Other, especially with 0 Banishment and Mass Banishment scrolls. Surely you have seen a few of them?

* Healing. You need about 20 !Heal, and maybe 5 !Life/*Heal*.

* Against Morgoth, it really helps to take !Hero and ?Chant. Hurin's activation will help, too.

* !Speed. You may end up needing more than the 76(min) turns from Tulkas.

On 24.9.2006 01:30 wrote:
thanks for all the advice! have been meaning to dump those rods...a carry on from earlier level days.

My rods of teleport other always disappear! not sure what happens, same with my scrolls, staffs etc. My armour activates for banishment, a good start.

Healing/ *healing*/life, looove them, but hardly ever see them? Lucky if i find one a level. How do some people have so many of them?

Highest amount of speed on a ring i've found is 7, grrrrr

On 24.9.2006 03:32 wrote:
Less than one a level for !Heal is about right; you need to avoid using them as much as you can. (Use CCW, resting, run away, teleport away, and your activations.)

Clear some (red, black or white) dragon pits--the Wyrms don't carry potions, but the Ancient Dragons do. Do it as deep as you can, so you get more *Heal* and Banishment. Doomcaller is perfect for this.

For Rods -- don't fight things that hit to electrocute, with possible exception of Pazuzu. Fighting Blue Dragons &c is a losing proposition.


On 28.9.2006 17:28 wrote:
Thanks for all your help, glad to have finally won this game! Now the addiction should be over :)

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