The Angband Ladder: Gloog, Dwarf Warrior by OozingGutWound

  [Angband 3.1.0 beta Character Dump]

 Sex    Male         Age             38   STR:  18/98  +2  +5  +1 18/178
 Race   Dwarf        Height          52   INT:  18/84  -3  -2  +5  18/84
 Class  Warrior      Weight         145   WIS:  18/78  +2  -2  +5 18/128
 Title  Hero         Social      Feared   DEX:  18/99  -2  +2 +13 18/***
 HP     -206/709     Maximize         Y   Con:  18/91  +2  +2  +1 18/141 18/111
 SP     0/0                               CHR:  18/82  -3  -1  +1  18/52


 Level               42   Armor    [26,+92]     Saving Throw         78%
 Cur Exp        2159407   Fight   (+26,+29)     Stealth        Excellent
 Max Exp        2159407   Melee   (+41,+48)     Fighting       Legendary
 Adv Exp        2160000   Shoot   (+37,+24)     Shooting       Legendary
 MaxDepth   2850' (L57)   Blows      6/turn     Disarming            82%
 Turns          1438616   Shots      1/turn     Magic Device      Superb
 Gold            697262   Infra       50 ft     Perception       1 in 28
 Burden       169.1 lbs   Speed          14     Searching            31%

 You are the only child of a Dwarven Thief.  You are a credit to the
 family.  You have dark brown eyes, straight black hair, a one foot
 beard, and a dark 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 Ancient multi-hued dragon shrugs off the attack.
> Target Aborted.
> You have 26 Bolts (1d5) (+0,+0) {@f0=g} (t).
> The Bolt (1d5) (+0,+0) {@f0=g} hits the Ancient multi-hued dragon.
> The Ancient multi-hued dragon shrugs off the attack.
> Target Aborted.
> You have 25 Bolts (1d5) (+0,+0) {@f0=g} (t).
> The Bolt (1d5) (+0,+0) {@f0=g} hits the Ancient multi-hued dragon.
> The Ancient multi-hued dragon shrugs off the attack.
> Target Aborted.
> You have 24 Bolts (1d5) (+0,+0) {@f0=g} (t).
> The Bolt (1d5) (+0,+0) {@f0=g} hits the Ancient multi-hued dragon.
> The Ancient multi-hued dragon shrugs off the attack.
> The Ancient multi-hued dragon breathes lightning.
> You die.

Killed by an Ancient multi-hued dragon.

  [Character Equipment]

a) The Trident of Ulmo (4d8) (+15,+19) (+4) {@w0}
     +4 dexterity.
     Provides immunity to acid.
     Provides resistance to acid, nether.
     Cannot be harmed by acid, electricity, fire, cold.
     Blessed by the gods.
     Slows your metabolism.
     Speeds regeneration.
     Prevents paralysis.
     Stops experience drain.
     Grants the ability to see invisible things.
     When activated, it teleports a target monster away.
     It takes 50 turns to recharge after use.
     With this weapon, you would currently get 6 blows per round.  Each
     blow will do an average damage of 84 against animals, 102 against
     dragons, and 66 against normal creatures.
b) a Light Crossbow of Power (x3) (+11,+24)
c) The Ring of Barahir (+1) {!d!k!v}
     +1 strength, intelligence, wisdom, dexterity, constitution, 
     charisma, stealth.
     Provides resistance to poison, dark.
     Cannot be harmed by acid, electricity, fire, cold.
d) a Zircon Ring of Damage (+0,+13)
e) a Coral Amulet of Regeneration
     Speeds regeneration.
f) The Phial of Galadriel {!d!k!v@w8}
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it lights up the surrounding area, hurting light-s
     ensitive creatures.
     It takes 10 turns to recharge after use.
     Radius 3 light.
g) 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.
h) The Cloak 'Holcolleth' [1,+8] (+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.
i) a Leather Shield of Elvenkind [6,+16] (+3 stealth)
     +3 stealth.
     Provides resistance to acid, lightning, fire, cold, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
j) The Iron Helm 'Holhenneth' [5,+10] (+2) (charging) {@w9!d!k!v}
     +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, k) a
Set of Caestus of Agility (+0,+3) [2,+9] (+5)
l) a Pair of Leather Boots of Speed [2,+9] (+9)


  [Character Inventory]

a) 14 Copper Speckled Potions of Cure Critical Wounds
b) 3 Pungent Potions of Restore Life Levels
c) 14 Scrolls titled "lae pus co ho" of Phase Door
d) 4 Scrolls titled "ma quo delitus" of Teleportation
e) 6 Scrolls titled "quicala mo vis" of Satisfy Hunger
f) 7 Scrolls titled "quoris adius" of Identify {@r0}
g) a Scroll titled "propouf pro vo" of Word of Recall
h) 3 Iron Rods of Teleport Other
i) 4 Ivory Rods of Disarming
j) 2 Tin-Plated Rods of Recall
k) 2 Mithril-Plated Rods of Identify
l) 3 Redwood Staffs of Teleportation (7 charges)
m) 3 Banyan Staffs of Speed (10 charges)
n) a Zircon Ring of Damage (+0,+12)
o) The Star of Elendil {!d!k!v@w8}

     dGrants 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.
p) The Full Plate Armour of Isildur [26,+25] (+1) {!d!k!v}
     +1 constitution.
     Provides resistance to acid, lightning, fire, cold, confusion, 
     sound, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
q) The Cloak of Thorongil [1,+10]
     Provides resistance to acid, fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     Grants the ability to see invisible things.
r) The Hard Leather Cap of Thranduil [2,+10] (+2) {@w9!d!k!v}
     +2 intelligence, wisdom.
     Provides resistance to blindness.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.
s) a Shovel of Earthquakes (1d2) (+10,+9) (+2) {@w0}
     +2 strength, tunneling.
     With this weapon, you would currently get 6 blows per round.  Each
     blow will do an average damage of 44.5 against acid-vulnerable
     creatures, and 41.5 against normal creatures.
     Sometimes creates earthquakes on impact.
t) 24 Bolts (1d5) (+0,+0) {@f0=g}
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 81 against
     normal creatures.
     25% chance of breaking upon contact.
u) 16 Arrows (1d4) (+9,+4) {@f0=g}


  [Home Inventory]

a) 16 Purple 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.
b) 4 Purple Speckled Potions 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.
c) a Yellow Speckled 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.
d) 7 Hazy Potions of Restore Strength
     When ingested, it restores your strength.
e) 7 Gloopy Green Potions of Restore Dexterity
     When ingested, it restores your dexterity.
f) 13 Grey Speckled Potions of Restore Constitution
     When ingested, it restores your constitution.
g) 10 Pungent Potions of Restore Life Levels
     When ingested, it restores your experience.
h) 8 Cyan Potions of Speed
     When ingested, it hastens you for 2d10+20 turns.
i) 14 Scrolls titled "ma quo delitus" of Teleportation
     When read, it teleports you randomly up to 100 squares away.
j) 32 Scrolls titled "dus nenis" of Teleport Level
     When read, it teleports you one level up or down.
k) 32 Scrolls titled "sa tas has" of Enchant Weapon To-Hit
     When read, it attempts to magically enhance a weapon's to-hit bonu
     s.
l) 10 Scrolls titled "dus lo se" of Enchant Weapon To-Dam
     When read, it attempts to magically enhance a weapon's to-dam bonu
     s.
m) 14 Scrolls titled "mantic" of Recharging
     When read, it tries to recharge a wand or staff, destroying the wa
     nd or staff on failure.
n) 2 Scrolls titled "cone facanuo" of Deep Descent
     When read, it transports you two or three levels below your maximu
     m dungeon depth.
o) a Scroll titled "do dineo do" 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.
p) 2 Gold-Plated Rods of Treasure Location {@z0}
     When used, it detects all gold and objects on the level.
     It takes 50 turns to recharge after use.
q) a Titanium Rod of Door/Stair Location {@z1}
     When used, it detects all doors and stairs on the level.
     It takes 70 turns to recharge after use.
r) 2 Silver-Plated Rods of Trap Location {@z2}
     When used, it detects all traps in the surrounding area.
     It takes 50 turns to recharge after use.
s) 4 Nickel-Plated Wands of Teleport Other (17 charges)
     When aimed, it teleports a target monster away.
t) a Willow Staff of *Destruction* (5 charges)
     When used, it destroys an area around you in the shape of a circle 
     radius 15, and blinds you for 1d10+10 turns.
u) The Pair of Steel Shod Boots of Thror [6,+20] (+3)
     +3 strength, constitution, speed.
     Provides resistance to fear.
     Cannot be harmed by acid, electricity, fire, cold.
     
v) The Main Gauche of Maedhros (2d5) (+12,+15) (+3)
     +3 intelligence, dexterity, speed.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
     With this weapon, you would currently get 6 blows per round.  Each
     blow will do an average damage of 62 against trolls, 62 against
     giants, and 50 against normal creatures.
w) The Short Sword 'Dagmor' (1d7) (+3,+7) (+2)
     +2 attack speed.
     Cannot be harmed by acid, electricity, fire, cold.
     Slows your metabolism.
     Speeds regeneration.
     
     With this weapon, you would currently get 8 blows per round.  Each
     blow will do an average damage of 44 against animals, 48 against
     poison-vulnerable creatures, and 40 against normal creatures.
x) 21 Seeker Bolts (4d5) (+4,+7)
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 129 against
     normal creatures.
     25% 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              : no  (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 13.3.2009 02:54
Last updated on 28.3.2009 03:27

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7764. on the Ladder (of 18915)
3342. on the Angband Ladder (of 6466)
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Comments

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On 13.3.2009 02:54 OozingGutWound wrote:
First time at this depth with a warrior. Keep descending slowly?

On 15.3.2009 16:45 OozingGutWound wrote:
Finally getting some stat gain and better equipment. Still not sure how quickly I should be descending.

On 15.3.2009 18:10 Pete Mack wrote:
For Warrior, ESP is key. Use Thranduil, keep Thengel for swap against confusers. You can do without permanent RConf til much deeper. You could go to dl 40+ safely with ESP.

On 15.3.2009 18:10 Pete Mack wrote:
For Warrior, ESP is key. Use Thranduil, keep Thengel for swap against confusers. You can do without permanent RConf til much deeper. You could go to dl 40+ safely with ESP.

On 16.3.2009 04:34 OozingGutWound wrote:
Thanks for the tips. Sure seems to take a step up in difficulty when going from 39 to 40.

On 16.3.2009 23:33 PowerDiver wrote:
The game only starts in earnest at 40. That's why I promote the idea of getting to 40 ASAP so you don't lose as much time if you learn a painful lesson that forces you to start over.

You are getting to the point where DEX will be the limiting factor in your number of blows, so don't forget about the dex gloves.


On 19.3.2009 05:36 OozingGutWound wrote:
Didn't realize DEX was the key. Wondering which weapon is beter -- the Gauche with +3 speed, but only 6 blows, or the rapier in my Home that gives 8 blows?

On 28.3.2009 03:27 OozingGutWound wrote:
:(

On 28.3.2009 05:19 PowerDiver wrote:
You were not hasted despite carrying multiple staves of speed. Your bolts were insignificant, and just gave it more turns in which to breathe. However, the real lesson is that you should have hunted out Bile Wyrms and fled the level from any high hp dragon for which you did not have immunity or double resistance. Well, single poison resistance is almost as good as double other elemental resistances. Also, I do not see a single sure escape in your pack, i.e. scroll of teleport level or destruction or maybe deep descent.


On 1.4.2009 00:51 OozingGutWound wrote:
Why did this dragon do so much damage? Seems like it should have only been like 250 damage. It was more like 800. what happened?

On 2.4.2009 02:29 Pete Mack wrote:
No clue--you are right about the max damage from AMDH with single resist. Sounds like a bug. (You might want to upgrade to the svn branch, which has had some bug fixing.)



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