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The Angband Ladder: Thumper, Hobbit Warrior by <dan@angband.ladder>

  [Angband 3.1.1 dev Character Dump]

 Name   Thumper                                  Self  RB  CB  EB   Best
 Sex    Male         Age             31   STR! 18/100  -2  +5  +3 18/160
 Race   Hobbit       Height          33   INT! 18/100  +2  -2  +7 18/170
 Class  Warrior      Weight          58   WIS! 18/100  +1  -2  +7 18/160
 Title  Lord         Social      Lordly   DEX:  18/40  +3  +2  +4 18/130
 HP     -3/1023      Maximize         Y   CON! 18/100  +2  +2  +6 18/200
 SP     0/0                               CHR! 18/100  +1  -1  +0 18/100


 Level               47   Armor    [26,+85]     Saving Throw         96%
 Cur Exp        3721358   Fight     (+2,+8)     Stealth           Superb
 Max Exp        3721358   Melee   (+11,+19)     Fighting       Legendary
 Adv Exp        3850000   Shoot   (+12,+14)     Shooting       Legendary
 MaxDepth   3450' (L69)   Blows      5/turn     Disarming           100%
 Turns          3320771   Shots      1/turn     Magic Device      Superb
 Gold             17119   Infra       40 ft     Perception       1 in 13
 Burden       252.3 lbs   Speed          25     Searching            46%

 You are one of several children of a Hobbit Shirriff.  You are a
 credit to the family.  You have blue-gray eyes, straight brown hair,
 and an average 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]

> *** LOW HITPOINT WARNING! ***
> The Plasma hound misses you.
> The Death knight casts a fearful illusion.
> You refuse to be frightened.
> The Plasma hound breathes plasma.
> The Plasma hound resists.
> *** LOW HITPOINT WARNING! ***
> The Plasma hound misses you.
> The Plasma hound claws you.
> *** LOW HITPOINT WARNING! ***
> The Plasma hound claws you.
> *** LOW HITPOINT WARNING! ***
> The Plasma hound misses you.
> The Plasma hound bites you.
> You die.

Killed by a Plasma hound.

  [Character Equipment]

a) The Battle Axe of Balli Stonehand (3d8) (+9,+11) [+5] (+3)
     +3 strength, constitution, stealth.
     Provides resistance to acid, lightning, fire, cold, blindness.
     Cannot be harmed by acid, electricity, fire, cold.
     Feather Falling.
     Speeds regeneration.
     Prevents paralysis.
     Grants the ability to see invisible things.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 63.7 against orcs, 63.7 against
     trolls, 63.7 against demons, and 34.6 against normal creatures.
     
     With this item, you can expect to clear rubble in 2.0 turns, magma
     veins in 4.5 turns, quartz veins in 10 turns, and granite in 28 
     turns.
b) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10)
     +10 speed.
     Provides resistance to fire.
     Cannot be harmed by acid, electricity, fire, cold.
c) a Fluorite Ring of Damage (+0,+15)
d) a Malachite Ring of Speed (+9)
     +9 speed.
e) a Dragon Tooth Amulet of Sustenance
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, intelligence, wisdom, dexterity, constitution, 
     charisma.
     Slows your metabolism.
     Stops experience drain.
f) The Phial of Galadriel (charging)
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it lights up the surrounding area, hurting light-s
     ensitive creatures.
     It takes 38 to 70 turns to recharge after use at your current
     speed.
     Radius 3 light.
g) The Augmented Chain Mail of Caspanion (-2) [16,+19] (+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 35 turns to recharge after use at your current speed.
h) 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 192 turns to recharge after use at your current speed.
i) The Leather Shield of Celegorm [4,+20]
     Provides resistance to acid, lightning, fire, cold, light, dark.
     Cannot be harmed by acid, electricity, fire, cold.
j) The Hard Leather Cap of Thranduil [2,+10] (+2)
     +2 intelligence, wisdom.
     Provides resistance to blindness.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.
k) a Set of Leather Gloves of Thievery (+4,+1) [1,+9] (+4)
     +4 dexterity.
     +20%  to searching.
     Feather Falling.
     Prevents paralysis.
l) a Pair of Leather Boots of Speed [2,+9] (+7)
     +7 speed.


  [Character Inventory]

a) 35 Gloopy Green Potions of Cure Critical Wounds {@q1}
b) 12 Scrolls titled "pundo im" of Phase Door {@r2}
c) 10 Scrolls titled "polucor co ips" of Teleportation {!*}
d) 9 Scrolls titled "temor aedia" of Magic Mapping
e) 9 Scrolls titled "em plicio" of Satisfy Hunger
f) 52 Scrolls titled "indax us" of Identify {@r1}
g) 2 Silver Rods of Detection (2 charging) {!! @z1}
     Cannot be harmed by electricity.
h) 3 Copper-Plated Rods of Probing
i) 8 Zinc-Plated Rods of Fire Bolts
j) 4 Brass Rods of Teleport Other
k) 3 Steel Rods of Recall (1 charging) {!*}
     Cannot be harmed by electricity.
l) 2 Mistletoe Staves of Teleportation (14 charges) {!*}
m) The Jewel 'Evenstar'
     Provides resistance to cold, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains intelligence, wisdom, constitution.
     Stops experience drain.
     When activated, it restores your experience to full.
     It takes 525 turns to recharge after use at your current speed.
n) a Fur Cloak of Protection [3,+20]
     Provides resistance to shards.
     Cannot be harmed by acid, electricity, fire, cold.
o) The Small Metal Shield of Thorin [4,+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.
p) a Pair of Iron Shod Boots of Stability [3,+13]
     Provides resistance to nexus.
     Feather Falling.
q) The Spear of Orome (4d6) (+15,+15) (+4)
     +4 intelligence, infravision, speed.
     Provides resistance to fire, light.
     Cannot be harmed by acid, electricity, fire, cold.
     Blessed by the gods.
     Feather Falling.
     Grants the ability to see invisible things.
     When activated, it turns rock into mud.
     It takes 17 turns to recharge after use at your current speed.
     Radius 1 light.
     With this weapon, you would currently get 6 blows per round.  Each
     blow will do an average damage of 50.2 against animals, 64.9
     against giants, 64.9 against fire-vulnerable creatures, and 35.5
     against normal creatures.
     
     With this item, you can expect to clear rubble in 2.8 turns, magma
     veins in 6.6 turns, quartz veins in 16 turns, and granite in 53 
     turns.
r) The Beaked Axe of Hurin (3d6) (+12,+15) (+2)
     +2 strength, constitution.
     Provides resistance to acid, fire, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it puts you in a berserker rage for d50+50 turns.
     It takes 283 to 560 turns to recharge after use at your current
     speed.
     Radius 1 light.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 57.8 against trolls, 57.8
     against dragons, 57.8 against acid-vulnerable creatures, 80.7
     against demons, and 34.9 against normal creatures.
     
     With this item, you can expect to clear rubble in 2.1 turns, magma
     veins in 4.8 turns, quartz veins in 11 turns, and granite in 30 
     turns.
s) The Whip of Gothmog (6d3) (+13,+15) (-3)
     -3 intelligence, wisdom, dexterity.
     Provides immunity to fire.
     Provides resistance to lightning, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     Aggravates creatures nearby.
     When activated, it creates a fire ball with damage 144.
     It takes 52 turns to recharge after use at your current speed.
     Radius 1 light.
     With this weapon, you would currently get 6 blows per round.  Each
     blow will do an average damage of 46 against animals, 58.6 against
     trolls, 58.6 against giants, 58.6 against fire-vulnerable
     creatures, 83.8 against dragons, and 33.4 against normal creatures.
     
     With this item, you can expect to clear rubble in 2.7 turns, magma
     veins in 6.2 turns, quartz veins in 15 turns, and granite in 47 
     turns.
t) The Mace 'Taratol' (3d4) (+12,+12) {!!}
     Provides immunity to lightning.
     Provides resistance to lightning.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it hastens you for d20+20 turns.
     It takes 353 to 700 turns to recharge after use at your current
     speed.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 42.8 against
     electricity-vulnerable creatures, 59.1 against dragons, and 26.4
     against normal creatures.
     
     With this item, you can expect to clear rubble in 2.3 turns, magma
     veins in 5.3 turns, quartz veins in 12 turns, and granite in 36 
     turns.
u) The Long Bow 'Belthronding' (x3) (+20,+22) (+1)
     +1 dexterity, stealth, speed, shooting speed.
     Provides resistance to disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
v) 24 Bolts of Acid (1d5) (+14,+11)
     Cannot be harmed by acid.
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 259.5 against
     acid-vulnerable creatures, 259.5 against fire-vulnerable
     creatures, and 86.5 against normal creatures.
     25% chance of breaking upon contact.
w) 22 Seeker Bolts of Flame (4d5) (+9,+8)
     Cannot be harmed by fire.
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 312.1 against
     fire-vulnerable creatures, and 104 against normal creatures.
     25% chance of breaking upon contact.


  [Home Inventory]

a) 14 Crimson 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) a Red Speckled 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.
c) 3 Vermilion Potions 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) 24 Scrolls titled "pra co ve se" of Teleport Level {!*}
     When read, it teleports you one level up or down.
e) 2 Scrolls titled "veo reus utema" 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.
f) 3 Scrolls titled "solo imus" 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.
g) a Malachite Ring of Speed (+3)
     +3 speed.
     
h) a Platinum Ring of Resist Poison
     Provides resistance to poison.
     
i) The Chain Mail of Arvedui (-2) [14,+15] (+2)
     +2 strength, charisma.
     Provides resistance to acid, lightning, fire, cold, shards, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     
j) 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.
     
k) The Soft Leather Armour 'Hithlomir' [4,+20] (+4)
     +4 stealth.
     Provides resistance to acid, lightning, fire, cold, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     
l) 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.
     
m) The Leather Shield of the Haradrim [4,+15] (+2)
     +2 strength, constitution.
     Provides resistance to poison, fear, blindness.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, constitution.
     Aggravates creatures nearby.
     
     When activated, it puts you in a berserker rage for d50+50 turns.
     It takes 175 turns to recharge after use at your current speed.
n) a Leather Shield of Elvenkind [6,+13] (+3 stealth)
     +3 stealth.
     Provides resistance to acid, lightning, fire, cold, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     
o) a Large Metal Shield of Elvenkind [8,+14] (+1 stealth) {RChaos}
     +1 stealth.
     Provides resistance to acid, lightning, fire, cold, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     
p) The Iron Helm 'Holhenneth' [5,+10] (+2)
     +2 intelligence, wisdom.
     +10%  to 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, traps, doors, stairs, and all 
     creatures nearby.
     It takes 196 to 385 turns to recharge after use at your current
     speed.
q) The Steel Helm of Hammerhand [6,+20] (+3)
     +3 strength, dexterity, constitution.
     Provides resistance to acid, cold, dark, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, dexterity, constitution.
     Aggravates creatures nearby.
     
r) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2)
     +2 strength, constitution.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     
s) The Short Sword 'Sting' (1d6) (+8,+8) (+2)
     +2 strength, dexterity, constitution, speed, attack speed.
     It is especially deadly to animals, evil creatures, orcs, undead.
     Provides resistance to fear, light.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
     Radius 1 light.
     With this weapon, you would currently get 8 blows per round.  Each
     blow will do an average damage of 22.8 against animals, 22.8
     against evil creatures, 26.5 against orcs, 26.5 against undead, 
     and 19.1 against normal creatures.
     
     With this item, you can expect to clear rubble in 2.4 turns, magma
     veins in 5.5 turns, quartz veins in 13 turns, and granite in 38 
     turns.
t) The Spear 'Nimloth' (1d6) (+11,+13) (+3)
     +3 stealth, speed.
     It is especially deadly to undead.
     It is branded with frost.
     Provides resistance to cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Blessed by the gods.
     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 29.5 against undead, 29.5
     against frost-vulnerable creatures, and 22.2 against normal
     creatures.
     
     With this item, you can expect to clear rubble in 2.8 turns, magma
     veins in 6.6 turns, quartz veins in 16 turns, and granite in 53 
     turns.
u) The Broad Axe 'Barukkheled' (2d6) (+12,+18) (+3)
     +3 constitution.
     It is especially deadly to evil creatures, orcs, trolls, giants.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants the ability to see invisible things.
     
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 39.7 against evil creatures, 
     47.2 against orcs, 47.2 against trolls, 47.2 against giants, and 
     32.1 against normal creatures.
     
     With this item, you can expect to clear rubble in 2.4 turns, magma
     veins in 5.6 turns, quartz veins in 13 turns, and granite in 39 
     turns.
v) The Flail 'Totila' (3d6) (+6,+8) (+2 stealth)
     +2 stealth.
     It is especially deadly to evil creatures.
     It is branded with flames.
     Provides resistance to fire, confusion.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it confuses a target monster.
     It takes 52 turns to recharge after use at your current speed.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 36.1 against evil creatures, 
     47.4 against fire-vulnerable creatures, and 24.9 against normal
     creatures.
     
     With this item, you can expect to clear rubble in 2.5 turns, magma
     veins in 5.7 turns, quartz veins in 13 turns, and granite in 40 
     turns.
w) The Short Bow of Amrod (x2) (+11,+13) (+2)
     +2 strength, constitution, shooting power.
     Provides resistance to lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Speeds regeneration.
     
x) The Heavy Crossbow of Umbar (x4) (+18,+18) (+2)
     +2 strength, constitution, shooting power.
     Provides resistance to lightning, light, dark, blindness.
     Cannot be harmed by acid, electricity, fire, cold.
     Aggravates creatures nearby.
     
     When activated, it fires a magical arrow with damage 150.
     It takes 73 to 140 turns to recharge after use at your current
     speed.


  [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 26.3.2009 18:23
Last updated on 30.3.2009 04:25

Download this dump

4034. on the Ladder (of 12811)
1362. on the Angband Ladder (of 3776)
Third best for this player (out of 5)

Comments

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On 26.3.2009 18:23 dan@angband.ladder wrote:
First time I've played a warrior seriously in angband other than diving with half-trolls untill something kills them in the mid CL20 range.

I've been very impressed with hobbits as rogues and rangers and thought I'd try one as a warrior. Seems to be working very well so far. I've been focused recently on maintaining 18/200+ CON over other alternatives such as high stealth or more speed. I'm also taking a closer look at other slots now such as using the cloak of protection full time, but I do like the redundant SeeInvis coverage. I also need to keep watching for some useful amulet upgrade. The +infravision was very helpful in the early game, but telepathy negates the usefulness. I am also thinking hard on the merits of Hammerhand. I don't think I need it at the moment and I'd have a hard time accepting the aggravation since one of the hobbit benefits is better stealth. I'm hoping to eventually find an extra rod of detection to consolidate numerous inventory slots.

On 30.3.2009 04:25 dan@angband.ladder wrote:
It doesn't matter how many HPs you have if you get yourself knocked out. *Sigh* I was picking off a pack of plasma hounds... something I've done a lot of lately but I wasn't paying attention to the Stunning flags. In looking at the message log, I reengaged on the attack after a round where I was stunned and yet again the next round after I had been heavily stunned. Not good. I had killed several dozen other plasma hounds during the game and didn't recognize how serious the situation was. I had around 750 HP or so when the lights went out. Obviously, I didn't wake up.

I had also recently upgraded to an artifact cloak for a speed/stealth boost versus a prior cloak of protection. I don't think that figured into the kill as I don't think the plasma hound breath attack is shard based. Oh well, live and learn. Not bad for my first serious warrior. I thought this one might make it.

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