The Angband Ladder: Rhea, Human Paladin by <rbann11@hotmail.com>

  [Angband 3.0.6 Character Dump]

 Name   Rhea                                     Self  RB  CB  EB   Best
 Sex    Female            Age        15   STR! 18/100  +0  +3 +10 18/230
 Race   Human             Height     66   INT! 18/100  +0  -3  +3 18/100
 Class  Paladin           Weight    186   WIS! 18/100  +0  +1  +3 18/140
 Title  Paladin Lord      Status     16   DEX! 18/100  +0  +0 +13 18/230
 HP     -11/771           Maximize    Y   CON! 18/100  +0  +2  +3 18/150
 SP     232/295           Preserve    Y   CHR! 18/100  +0  +2  +1 18/130

 Level           49       Armor    [22,+114]     Saving Throw     Heroic
 Cur Exp    5497572       Fight     (+26,+6)     Stealth       Very Good
 Max Exp    5497572       Melee    (+36,+21)     Fighting      Legendary
 Adv Exp    6075000       Shoot    (+35,+19)     Shooting      Legendary
 MaxDepth    Lev 59       Blows       5/turn     Disarming        Superb
 Gold       3496471       Shots       1/turn     Magic Device     Superb
 Burden   154.7 lbs                              Perception         Poor
 Speed           +6       Infra         0 ft     Searching          Poor

 You are the illegitimate and unacknowledged child of a Yeoman.  You
 are a well liked child.  You have brown eyes, straight brown hair, and
 a very fair 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 Grand master mystic hits you.
> You are unaffected!
> The Aranea misses you. <2x>
> The Aranea is repelled.
> The Aranea misses you. <5x>
> The Aranea casts a magic missile.
> The Aranea grunts with pain.
> The Aranea stares deep into your eyes!
> You are unaffected!
> The Grand master mystic magically summons spiders.
> The Aranea misses you. <4x>
> The Aranea drains power from your muscles!
> You are unaffected!
> The Aranea casts a magic missile.
> You die.


  [Character Equipment]

a) 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.  
b) a Sling of Power (x2) (+9,+19)
c) 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.  
d) a Corundum Ring of Slaying (+7,+6)
e) 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.  
f) 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.  
g) The Leather Scale Mail 'Thalkettoth' (-1) [11,+21] (+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) The Cloak 'Colannon' [1,+12] (+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 Large Leather Shield of Celegorm [4,+18]
   It provides resistance to acid, lightning, fire, cold, light, and dark.
   It cannot be harmed by the elements.  
j) 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.  
k) a Set of Gauntlets of Power (+0,+0) [2,+8] (+5)
   It increases your strength by 5.  
l) The Pair of Soft Leather Boots 'Dal-i-thalion' [2,+15] (+5)
   It increases your dexterity by 5.  It provides resistance to confusion, 
   nether, and chaos.  It sustains your constitution.  It grants you 
   immunity to paralysis.  It activates for remove fear and cure poison
   every 5 turns.  It cannot be harmed by the elements.  


  [Character Inventory]

a) 3 Holy Books of Prayers [Beginners Handbook]
b) 3 Holy Books of Prayers [Words of Wisdom]
c) 3 Holy Books of Prayers [Chants and Blessings]
d) 4 Holy Books of Prayers [Exorcism and Dispelling]
e) a Holy Book of Prayers [Ethereal Openings]
   It cannot be harmed by the elements.  
f) a Holy Book of Prayers [Godly Insights]
   It cannot be harmed by the elements.  
g) 11 Red Speckled Potions of Speed
h) 10 Indigo Potions of Healing
i) 13 Pink Potions of Restore Mana
j) 3 Scrolls titled "werg sunta" of Teleportation
k) a Nickel Rod of Recall
   It cannot be harmed by electricity.  
l) a Tungsten Rod of Teleport Other
m) 5 Nickel-Plated Rods of Fire Bolts
n) a Pewter Rod of Acid Balls
o) a Molybdenum Rod of Lightning Balls
p) 2 Cast Iron Rods of Fire Balls
q) 3 Gnarled Staffs of Teleportation (18 charges)
r) a Pair of Hard Leather Boots [3,+0]
s) The Small Sword 'Sting' (1d6) (+9,+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.  
t) a Long Sword of Frost (2d5) (+10,+10)
   It is branded with frost.  It provides resistance to cold.  It cannot
   be harmed by cold.  
u) 11 Rounded Pebbles of Slay Demon (1d2) (+16,+7)
   It slays demons.  


  [Home Inventory]

a) a Holy Book of Prayers [Purifications and Healing]
   It cannot be harmed by the elements.  
b) 2 Red Speckled Potions of Speed {25% off}
c) 7 Light Blue Potions of *Healing*
d) a Scroll titled "toxorg nesshu" of *Enchant Weapon*
e) a Lead-Plated Rod of Drain Life
f) 2 Platinum Wands of Dragon's Flame (7 charges)
   It cannot be harmed by the elements.  
g) a Ruby Ring of Speed (+3)
   It increases your speed by 3.  
h) a Ruby Amulet of Regeneration
   It speeds your regeneration.  
i) The Chain Mail of Arvedui (-2) [14,+15] (+2)
   It increases your strength and charisma by 2.  It provides resistance
   to acid, lightning, fire, cold, shards, and nexus.  It cannot be harmed
   by the elements.  
j) 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.  
k) The Cloak 'Holcolleth' [1,+4] (+2)
   It increases your intelligence and wisdom by 2.  It increases your 
   stealth and speed by 2.  It provides resistance to acid.  It activates
   for sleep II every 55 turns.  It cannot be harmed by the elements.  
l) The Cloak of Thorongil [1,+10]
   It provides resistance to acid and fear.  It grants you immunity to
   paralysis and the ability to see invisible things.  It cannot be harmed
   by the elements.  
m) 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.  
n) 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.  
o) The Iron Helm of Gorlim (+8,+8) [5,+10] (-5) {cursed}
   It decreases your intelligence and wisdom by 5.  It decreases your 
   searching by 5.  It provides resistance to fear.  It grants you 
   immunity to paralysis and the ability to see invisible things, but it
   also aggravates creatures around you and is heavily cursed.  It cannot
   be harmed by the elements.  
p) The Set of Leather Gloves 'Cammithrim' [1,+10]
   It provides resistance to light.  It sustains your constitution.  It 
   lights the dungeon around you.  It grants you immunity to paralysis.  
   It activates for magic missile (2d6) every 2 turns.  It cannot be
   harmed by the elements.  
q) The Set of Gauntlets 'Paurnimmen' [2,+15]
   It provides resistance to cold.  It slows your metabolism.  It
   activates for frost bolt (6d8) every 7+d7 turns.  It cannot be harmed
   by the elements.  
r) 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.  
s) The Long Sword 'Elvagil' (2d5) (+2,+7) (+2)
   It increases your dexterity and charisma by 2.  It increases your 
   stealth by 2.  It slays orcs and trolls.  It makes you fall like a
   feather.  It grants you the ability to see invisible things.  It cannot
   be harmed by the elements.  
t) The Pike 'Til-i-arc' (2d5) (+10,+12) [+10] (+2)
   It increases your intelligence by 2.  It slays trolls, giants, and 
   demons.  It is branded with fire and frost.  It provides resistance to 
   fire and cold.  It sustains your intelligence.  It slows your metabolism.
   It cannot be harmed by the elements.  
u) The Lucerne Hammer 'Turmil' (2d5) (+9,+6) [+6] (+4) {@w0}
   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.  
v) The Morning Star 'Bloodspike' (2d6) (+8,+22) (+4)
   It increases your strength by 4.  It slays animals, orcs, and trolls.  
   It is branded with poison.  It provides resistance to nexus.  It grants
   you the ability to see invisible things.  It cannot be harmed by the
   elements.  
w) a Gnomish Shovel of Earthquakes (1d2) (+20,+10) (+8)
   It increases your strength by 8.  It increases your tunneling by 8.  It
   is branded with acid.  It creates earthquakes on impact.  
x) 25 Iron Shots of Flame (1d4) (+16,+9)
   It is branded with fire.  It cannot be harmed by fire.  


  [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 21.7.2007 05:54
Last updated on 29.8.2007 20:12

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5798. on the Ladder (of 18940)
2407. on the Angband Ladder (of 6485)
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Comments

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On 21.7.2007 05:54 rbann11@hotmail.com wrote:
My First dump. Rhea has worked hard to be where she is now, but she knows she has a long was to go.
If I could find poison resistence and a little more speed I will be a lot happier. Hopefully I will stay alert and hold off making that one big mistake for a little while longer

On 22.7.2007 05:27 rbann11@hotmail.com wrote:
So far so good. No real change in character. Still taking it slow.

On 22.7.2007 06:50 orcrist@wp.pl wrote:
May be heavier weapon will be more useful, i.e. bloodspike which you had already?

On 22.7.2007 14:55 rbann11@hotmail.com wrote:
I was thinking the same thing. I do like the number of blows , wisdom, and slaying I get with the Holy Avenger, but I think it may be time to take the other weapons for a test drive.

On 23.7.2007 15:05 rbann11@hotmail.com wrote:
Got lucky with the Queen Ant. Found her in a small room where she could not summmon enough of her minions to protect her. Also ran into this character's first Demonic Quthulug(?). Kept summoning other Demonic Quthulug. Used my spell of detection and notice 6 of them. Came to the conclusion that this is a good way to get killed to I went back to town level.

On 24.7.2007 11:33 orcrist@wp.pl wrote:
you are careful... unfortunatelly I'm not and maybe that I killed so many my own characters

On 3.8.2007 17:16 rbann11@hotmail.com wrote:
There is a Winged Horror on this level. That's what killed my last high level character. It was in a room with some dragons. It didn't move, I thought it was harmless, so I decided to kill something else on the other side of the room. Boy was I wrong, two quick breaths and I was dead. Serves me right for not checking the spoilers section.
What to do? He's in a treasure room so I will avoid him and that room for now and try to kill everything on the rest of the level first.



On 12.8.2007 20:40 rbann11@hotmail.com wrote:
Still chugging along. I wish I could get substitute the ring of resist poison, for ring of speed, but that would be suicide at this point. I also need resist sound for those Master Mystics out there. Oh well must make die for now.

On 12.8.2007 20:42 rbann11@hotmail.com wrote:
I put die instead of due. I hope it isn't an omen.

On 17.8.2007 06:01 rbann11@hotmail.com wrote:
My character has finally made it to dungeon level 50. It one of those milestones that indicates where you are expecting that one monster to instantly kill you. That spell that doesn't work or that teleport from one mess to an even worst mess. But until that point comes, let's try to find better gauntlets ;-}

On 22.8.2007 05:47 rbann11@hotmail.com wrote:
I hate vortex of unmagic. They are ruining my armour

On 22.8.2007 20:38 Paffa wrote:
Consider wielding Carlammas for more HP, your CON's rather low. Also with meleeing being your primary source for damage (?) I'd swap Turmil for Anduril, that would solve the problem for unmagic vortex's as well.

Just remember, you don't have to kill everything.

On 23.8.2007 00:18 rbann11@hotmail.com wrote:
Thanks, Good idea. I was hoping to find "The Elfstone 'Elessar" and I liked the wisdom and regenerative powers the other combination gave me, but your logic is better.


On 23.8.2007 20:44 daven_26d1 wrote:
You don't really need to carry Sting as a swap weapon any more, Anduril is a better choice in 95%+ of circumstances. This would free up another slot for treasure! You might also ditch one of the early spellbooks, depending on the spells you use. I can't remember all the prayers offhand, but I'm pretty sure that I've normally phased one of them out with priests/paladins by now. Remember that you don't need the 'cheap' versions of prayers when you are carrying a stack of mana potions.

Something I would suggest, although you may not agree, is to get rid of the shovel of earthquakes - its just digging overkill, and not as useful as !*Destruction* or _*Earthquakes for getting out of tight spots. This would give you a slot in your home to store your -Recall, and only take that with you when the shop has no ?Recall, because its tying up inventory space right now. You can always dump excess scrolls when you recall, remember? You'll also be carrying a little less weight again.

I understand that gold (and therefore treasure) is becoming less important for you now, but "every little bit helps" and being able to carry more powerful wands and staves and/or larger stacks of potions will soon start to make all the difference between a dead char and a winner.

Alternatively you could take those firebrand shots with you, you have a larger stack and they will be useful against more targets than the demon slaying ones, then swap Sting for Glamdring for demonslaying purposes - I'm guessing you get 4-5 attacks with it, which will more than beat Stings performance against the same creatures, with 2-3 more attacks, but less damage and less slaying multiplier.

Hope some of that made sense. Good luck with this one, lvl 50 is just around the corner...

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