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The Angband Ladder: Yorick, Dunadan Paladin by Yorick Sha

  [Angband 3.1.0 beta Character Dump]

 Sex    Male         Age             63   Str:  18/86  +1  +3 +11 18/*** 18/***
 Race   Dunadan      Height          88   INT:  18/27  +2  -3  +3  18/47
 Class  Paladin      Weight         234   WIS:  18/36  +2  +1 +11 18/176
 Title  Paladin      Social   Respected   DEX:  18/77  +2  +0 +17 18/***
 HP     -185/913     Maximize         Y   CON:  18/61  +3  +2 +12 18/***
 SP     215/321                           CHR:     17  +2  +2  +7 18/100


 Level               45   Armor   [46,+133]     Saving Throw         93%
 Cur Exp        5369331   Fight   (+50,+40)     Stealth             Fair
 Max Exp        5369331   Melee   (+65,+65)     Fighting       Legendary
 Adv Exp        5805000   Shoot   (+67,+19)     Shooting          Heroic
 MaxDepth   4950' (L99)   Blows      5/turn     Disarming            64%
 Turns           300766   Shots      1/turn     Magic Device      Superb
 Gold            169376   Infra        0 ft     Perception       1 in 35
 Burden       205.1 lbs   Speed          25     Searching            15%

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


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

PLite:....+....+... Aggrv:.............
Regen:..+.......... Stea.:.............
Telep:..+......+... Sear.:.............
Invis:..+..+...+... Infra:.............
FrAct:+++.....+.+.. Tunn.:.............
HLife:..+.+........ Speed:.+++.......+.
ImpHP:............. Blows:.............
ImpSP:............. Shots:.............
 Fear:............. Might:.+...........


  [Last Messages]

> The Greater Balrog misses you.
> The Greater Balrog crushes you.
> *** LOW HITPOINT WARNING! ***
> The Greater Balrog misses you.
> The Pit Fiend breathes chaos.
> The Greater Balrog grunts with pain.
> The Ancient red dragon changes!
> The Greater Balrog grunts with pain.
> The Greater Balrog shrugs off the attack.
> *** LOW HITPOINT WARNING! ***
> The Pit Fiend breathes gas.
> The Greater Balrog resists a lot.
> The Patriarch cries out feebly.
> The Greater Balrog resists a lot.
> You die.

Killed by a Pit Fiend.

  [Character Equipment]

a) The Spear 'Aeglos' (3d6) (+15,+25) [+5] (+4)
     +4 wisdom, dexterity.
     Provides resistance to cold, fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Blessed by the gods.
     Slows your metabolism.
     Prevents paralysis.
     When activated, it creates a frost ball with damage 100.
     It takes 35 turns to recharge after use.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 86 against evil creatures, 96.5
     against orcs, 96.5 against trolls, 96.5 against frost-vulnerable
     creatures, 117.5 against undead, and 75.5 against normal creatures.
b) The Long Bow of Bard (x3) (+17,+19) (+2)
     +2 dexterity, speed, shooting power.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
c) The Ring of Power 'Vilya' (+10,+10) (+3)
     +3 strength, intelligence, wisdom, dexterity, constitution, 
     charisma, speed.
     Provides immunity to lightning.
     Provides resistance to lightning, poison, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains intelligence, dexterity, constitution.
     Slows your metabolism.
     Feather Falling.
     Speeds regeneration.
     Prevents paralysis.
     Stops experience drain.
     Grants telepathy.
     Grants the ability to see invisible things.
     When activated, it heals 1000 hit points.
     It takes 200 turns to recharge after use.
d) an Aquamarine Ring of Speed (+11)
     +11 speed.
e) a Brass Amulet of Devotion (+4)
     +4 wisdom, charisma.
     Provides resistance to fire, light, dark.
     Sustains wisdom, charisma.
     Stops experience drain.
     Radius 1 light.
f) The Star of Elendil {!!}
     Cannot be harmed by acid, electricity, fire, cold.
     Grants the ability to see invisible things.
     When activated, it maps the area around you in a 30-radius circle.
     It takes 50 turns to recharge after use.
     Radius 3 light.
g) The Full Plate Armour of Isildur [26,+25] (+1)
     +1 constitution.
     Provides resistance to acid, lightning, fire, cold, confusion, 
     sound, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
h) The Cloak 'Colluin' [1,+15] {!!}
     Provides resistance to acid, lightning, fire, cold, poison.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it grants temporary resistance to acid, electricit
     y, fire, cold and poison for 1d20+20 turns.
     It takes 111 turns to recharge after use.
i) The Small Metal Shield of Thorin [3,+25] (+4)
     +4 strength, constitution.
     Provides immunity to acid.
     Provides resistance to fear, sound, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
j) The Iron Helm of Dor-Lomin [5,+19] (+4)
     +4 strength, dexterity, constitution.
     Provides resistance to acid, lightning, fire, cold, fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.
     Grants the ability to see invisible things.
     Radius 1 light.
k) The Set of Caestus of Fingolfin (+10,+10) [5,+20] (+4)
     +4 dexterity.
     Provides resistance to acid.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     When activated, it fires a magical arrow with damage 150.
     It takes 30 turns to recharge after use.
l) a Pair of Steel Shod Boots of Speed [6,+9] (+10)
     +10 speed.


  [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) 3 Holy Books of Prayers [Exorcism and Dispelling]
e) a Holy Book of Prayers [Ethereal Openings]
     Cannot be harmed by acid, electricity, fire, cold.
f) 3 Holy Books of Prayers [Godly Insights]
     Cannot be harmed by acid, electricity, fire, cold.
g) a Holy Book of Prayers [Purifications and Healing]
     Cannot be harmed by acid, electricity, fire, cold.
h) 2 Holy Books of Prayers [Holy Infusions]
     Cannot be harmed by acid, electricity, fire, cold.
i) 16 Clotted Red Potions of Cure Serious Wounds
j) 19 Coagulated Crimson Potions of Cure Critical Wounds
k) 16 Scrolls titled "indes eflevo" of Phase Door
l) a Scroll titled "shattor ins" of Recharging
m) a Scroll titled "pa la deo dego" of *Destruction*
n) 3 Runed Rods of Teleport Other
o) a Magnesium Rod of Speed (charging)
     Cannot be harmed by electricity.
p) 2 Teak Staffs of Teleportation (15 charges)
q) 3 Ironwood Staffs of Speed (7 charges)
r) a Balsa Staff of the Magi (0 charges)
s) a Silver Staff of Identify (6 charges)
t) The Iron Helm 'Holhenneth' [5,+10] (+2)
     +2 intelligence, wisdom, searching.
     Provides resistance to blindness, confusion.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants the ability to see invisible things.
     When activated, it detects treasure, objects, traps, doors, stairs, u) The
Long Bow 'Belthronding' (x3) (+20,+22) (+1)
v) 22 Arrows of Lightning (1d4) (+11,+14)

     . against dragons, 532.5 against electricity-vulnerable creatures, 
     and 177.5 against normal creatures.
     35% chance of breaking upon contact.
w) 5 Arrows of Slay Demon (1d4) (+11,+10)
     Fired from your current missile launcher, this arrow will hit targets
     up to 160 feet away, inflicting an average damage of 472.5 against
     dragons, 472.5 against demons, and 157.5 against normal creatures.
     35% chance of breaking upon contact.


  [Home Inventory]

a) 14 Violet Potions of Cure Light Wounds
     When ingested, it heals you a small amount (15% of your wounds, mi
     nimum 15HP), heals some cut damage, makes you a little less confus
     ed, and cures blindness.
     Provides nourishment for about 75 turns under normal conditions.
b) 7 Brown Potions of Healing
     When ingested, it heals you a really large amount (35% of max HP, 
     minimum 300HP), heals cut damage, and cures stunning, poisoning, b
     lindness, and confusion.
     Provides nourishment for about 100 turns under normal conditions.
c) a Puce Potion of *Healing*
     When ingested, it restores 1200 hit points, heals cut damage, and 
     cures stunning, poisoning, blindness, and confusion.
     It can be thrown at creatures with damaging effect.
d) a Bubbling Potion of Life
     When ingested, it restores 5000 hit points, restores experience an
     d stats, heals cut damage, and cures stunning, poison, blindness, 
     and confusion.
     It can be thrown at creatures with damaging effect.
e) 6 Light Brown Potions of Restore Mana
     When ingested, it restores your mana points to maximum.
f) a Blue Speckled Potion of Restore Wisdom
     When ingested, it restores your wisdom.
g) 33 Scrolls titled "laceo pet" of Teleportation
     When read, it teleports you randomly up to 100 squares away.
h) 5 Scrolls titled "tortio ago" of Teleport Level {!*}
     When read, it teleports you one level up or down.
i) a Scroll titled "eque abor quo" of Banishment
     When read, it removes all non-unique monsters represented by a cho
     sen symbol from the level, dealing you damage in the process.
j) 5 Scrolls titled "shattor ins" of Recharging
     When read, it tries to recharge a wand or staff, destroying the wa
     nd or staff on failure.
k) 4 Scrolls titled "pa la deo dego" of *Destruction*
     When read, it destroys an area around you in the shape of a circle 
     radius 15, and blinds you for 1d10+10 turns.
l) 2 Locust Staffs of *Destruction* (7 charges)
     When used, it destroys an area around you in the shape of a circle 
     radius 15, and blinds you for 1d10+10 turns.
m) a Hemlock Staff of Banishment (3 charges)
     When used, it removes all non-unique monsters represented by a cho
     sen symbol from the level, dealing you damage in the process.
n) The Ring of Tulkas (+4) (charging) {!!}
     +4 strength, dexterity, constitution.
     Provides resistance to fear.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it hastens you for d75+75 turns.
     It takes 150 turns to recharge after use.
o) The Ring of Power 'Narya' (+6,+6) (+1)
     +1 strength, intelligence, wisdom, dexterity, constitution, 
     charisma, speed.
     Provides immunity to fire.
     Provides resistance to fire, fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, constitution.
     Slows your metabolism.
     Speeds regeneration.
     Prevents paralysis.
     Grants telepathy.
     Grants the ability to see invisible things.
     
     When activated, it grants you protection from evil for 1d25 plus 3 
     times your character level turns.
     It takes 200 turns to recharge after use.
p) a Crystal Amulet of Trickery (+3)
     +3 dexterity, stealth, searching, infravision, speed.
     Provides resistance to poison, nexus.
     Sustains dexterity.
     
q) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3)
     +3 intelligence, wisdom, constitution.
     Provides resistance to acid, poison, confusion.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it destroys all traps and doors surrounding you.
     It takes 10 turns to recharge after use.
r) The Leather Scale Mail 'Thalkettoth' (-1) [10,+25] (+3)
     +3 dexterity, speed.
     Provides resistance to acid, shards.
     Cannot be harmed by acid, electricity, fire, cold.
     
s) The Cloak 'Holcolleth' [1,+4] (+2)
     +2 intelligence, wisdom, stealth, speed.
     Provides resistance to acid.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it puts to sleep the monsters around you.
     It takes 55 turns to recharge after use.
t) The Glaive of Pain (9d6) (+0,+30)
     Provides resistance to fear.
     Cannot be harmed by acid, electricity, fire, cold.
     
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 101.5 against normal creatures.
u) 31 Bolts of Slay Dragon (1d5) (+11,+8)
v) 24 Seeker Arrows of Holy Might (4d4) (+26,+16)
     Cannot be harmed by acid, fire.
     
     Fired from your current missile launcher, this arrow will hit targets
     up to 160 feet away, inflicting an average damage of 450 against
     evil creatures, 675 against dragons, 675 against demons, 675
     against undead, and 225 against normal creatures.
     35% chance of breaking upon contact.
w) 24 Mithril Arrows of Acid (3d4) (+15,+15)
     Cannot be harmed by acid, fire.
     
     Fired from your current missile launcher, this arrow will hit targets
     up to 160 feet away, inflicting an average damage of 622.5 against
     dragons, 622.5 against acid-vulnerable creatures, and 207.5
     against normal creatures.
     35% chance of breaking upon contact.


  [Options]

Maximize effect of race/class bonuses        : yes (adult_maximize)
Randomize some of the artifacts (beta)       : no  (adult_randarts)
Restrict the use of stairs/recall            : no  (adult_ironman)
Restrict the use of stores/home              : no  (adult_no_stores)
Restrict creation of artifacts               : no  (adult_no_artifacts)
Don't stack objects on the floor             : no  (adult_no_stacking)
Lose artifacts when leaving level            : no  (adult_no_preserve)
Don't generate connected stairs              : yes (adult_no_stairs)
Adult: Monsters chase current location       : yes (adult_ai_sound)
Adult: Monsters chase recent locations       : yes (adult_ai_smell)
Adult: Monsters act smarter in groups        : yes (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 17.2.2009 20:48
Last updated on 18.2.2009 12:43

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6358. on the Ladder (of 17942)
2657. on the Angband Ladder (of 5963)

Comments

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On 17.2.2009 20:48 Yorick Sha wrote:
My best char so far.
Now collecting useful supplies (!healing, !mana, ?banishment) and looking for means to rise WIS to 18/180 without dropping CON below 18/200. Despite I wasted just a single mana potion, I still have not enough of them. Will try a trick with dropping empty staves of healing and magi on the ground and recharging them in fight with Sauron. But first I need to find =ofAcid and echant Glavie of Pain =)

Playing Elen in Competition #63 helped me greatly in learning mid-game strategies, and now it's time to take a closer look at end-game.



On 17.2.2009 23:28 Pete Mack wrote:
You are slowed down by all those extra copies of dungeon books. They can't be destroyed by fire, and they can't be stolen given your DEX and CL.

On 17.2.2009 23:37 Pete Mack wrote:
And wow, I didn't notice at first, but <300K turns to dl 99 is impressive

On 18.2.2009 06:29 Yorick Sha wrote:
I know that I carry too many dungeon books. I'm about to recall to town and sell them on black merket. Probably I'll need money to buy out priest's store for !CCW. Don't want to screw up my turncount by townscumming.

On 18.2.2009 12:43 Yorick Sha wrote:
Some nice finds -- 'Belthronding' (covered rDisenchantment and increased ranged firepower by 60%) and Spear 'Aeglos' (replaced Trident of Wrath, rising WIS to reasonable 18/176 with almost the same damage per turn).

Unfortunately, I wasn't be able to use these nice weapons, because was killed by several breath attacks of greater demons in single turn (from >850 HP!).
I teleported into room with several awake Pit Fiengs and Greater Balrogs, and all I could do is press 'space' reading low HP warnings.
Lesson learned: use teleport level instead of simple teleport after scattering crowd of nasties with teleport other spell/wand/rod.

I enjoyed playing Paladin -- his Heal spell is *very* useful, and probably it's the most important advantage over other classes. Now I'll try Ranger -- about 2000 damage per turn with good long bow and ammunition looks very promissing =)

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