The Angband Ladder: Fritz, Dunadan Warrior by John McCoy

  [Angband 3.1.0 beta Character Dump]

 Sex    Male         Age             53   STR:     18  +1  +5  +2  18/80
 Race   Dunadan      Height          83   INT:  18/21  +2  -2  +6  18/81
 Class  Warrior      Weight         199   WIS:  18/46  +2  -2  +5  18/96
 Title  Hero         Social   Respected   DEX:  18/95  +2  +2  +6 18/195
 HP     -34/1003     Maximize         Y   CON:  18/79  +3  +2  +9 18/219
 SP     0/0                               CHR:     15  +2  -1  +0     16


 Level               41   Armor   [23,+100]     Saving Throw         70%
 Cur Exp        2562428   Fight     (-4,+0)     Stealth        Excellent
 Max Exp        2562428   Melee    (+5,+10)     Fighting       Legendary
 Adv Exp        2700000   Shoot     (+8,+9)     Shooting       Legendary
 MaxDepth   3050' (L61)   Blows      5/turn     Disarming            82%
 Turns          1509190   Shots      1/turn     Magic Device      Superb
 Gold            547801   Infra       60 ft     Perception       1 in 35
 Burden       175.6 lbs   Speed          12     Searching            17%

 You are the illegitimate and unacknowledged child of a Townsman.  You
 are a well liked child.  You have blue eyes, curly black hair, 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 Plasma hound bites you.
> *** LOW HITPOINT WARNING! ***
> The Plasma hound bites you.
> *** LOW HITPOINT WARNING! ***
> The Plasma hound breathes plasma.
> The Plasma hound resists.
> *** LOW HITPOINT WARNING! ***
> The Plasma hound claws you.
> *** LOW HITPOINT WARNING! ***
> The Plasma hound claws you.
> *** LOW HITPOINT WARNING! ***
> The Plasma hound misses you.
> The Plasma hound breathes plasma.
> The Plasma hound resists.
> You die.

Killed by a Plasma hound.

  [Character Equipment]

a) The War Hammer 'Nimlon' (3d3) (+9,+10) (+4) {!d!k!s@w1}
     +4 speed.
     Provides resistance to blindness.
     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 16 against normal creatures.
b) The Short Bow 'Golir' (x2) (+12,+9) (+3) {!d!k!s@w5}
     +3 intelligence, infravision, shooting power.
     Provides immunity to acid.
     Provides resistance to confusion, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains intelligence.
c) an Onyx Ring of Damage (+0,+15) {!d!k!s@w8}
d) a Malachite Ring of Constitution (+4)
     +4 constitution.
     Sustains constitution.
e) The Jewel of Hanthrie (+3) {!d!s!k@w4!!}
     +3 intelligence.
     Provides resistance to acid.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains intelligence.
     Speeds regeneration.
     When activated, it restores your experience to full.
     It takes 150 turns to recharge after use.
f) The Phial 'Ellen'
     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 Studded Leather Armour 'Bedhol' (-1) [6,+14] (+2) {!d!k!s@w3!!}
     +2 strength, constitution.
     Provides resistance to acid, fire, cold, poison.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, constitution.
     Stops experience drain.
     When activated, it removes all non-unique monsters represented by 
     a chosen symbol from the level, dealing you damage in the process.
     It takes 500 turns to recharge after use.
h) an Elven Cloak [6,+8] (+2 stealth)
     +2 stealth.
i) a Small Metal Shield of Elvenkind [4,+18] (+2 stealth)
     +2 stealth.
     Provides resistance to acid, lightning, fire, cold, confusion.
     Cannot be harmed by acid, electricity, fire, cold.
j) The Hard Leather Cap of Helindir [2,+12] (+5) {!d!k!s@w3}
     +5 wisdom, speed.
     Cannot be harmed by acid, electricity, fire, cold.
     Feather Falling.
     Grants telepathy.
     Grants the ability to see invisible things.
k) The Set of Gauntlets 'Astirnil' [3,+25] (+6)
     +6 dexterity.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
l) The Pair of Leather Boots of Turithmog [2,+9] (+3)
     +3 constitution, infravision, speed.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains constitution.


  [Character Inventory]

a) 4 Purple Speckled Potions of Cure Critical Wounds
b) a Grey Potion of Life
     It can be thrown at creatures with damaging effect.
c) a Light Green Potion of Speed
d) 4 Scrolls titled "oiost do lond" of Phase Door
e) a Scroll titled "car to leg el" of Teleport Level {!*}
f) a Scroll titled "ind degolum in" of *Remove Curse*
g) 5 Scrolls titled "im an dith ut" of Satisfy Hunger
h) 9 Scrolls titled "bar es ed" of Word of Recall {!*}
i) 2 Steel-Plated Rods of Teleport Other {!!!*}
j) 2 Steel Rods of Identify {!d!k!s!!}
     Cannot be harmed by electricity.
k) a Zinc-Plated Wand of Teleport Other (5 charges)
l) 2 Birch Staffs of *Destruction* (7 charges)
m) 3 Eucalyptus Staffs of Teleportation (16 charges) {!*}
n) 3 Teak Staffs of Speed (10 charges)
o) Metal Lamellar Armour of Elvenkind (-3) [24,+17] (+2 stealth)
     +2 stealth.
     Provides resistance to acid, lightning, fire, cold, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
p) The Hard Leather Armour of Ereth (-1) [8,+19] (+4) (charging) {!d!k!s@w3!!^.}
     +4 constitution, stealth.
     Provides resistance to fire, shards, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains constitution.
     Feather Falling.
     Stops experience drain.
     When activated, it heals 1000 hit points.
     It takes 444 turns to recharge after use.
q) The Main Gauche of Geldorlad (1d5) (+4,+5) (+3) {@w2!!!d!k!s^.}
     +3 strength.
     Provides resistance to blindness.
     Cannot be harmed by acid, electricity, fire, cold.
     Speeds regeneration.
     When activated, it detects treasure, objects, traps, doors, stairs, 
     e1 light.
     With this weapon, you would currently get 6 blows per round.  Each
     blow will do an average damage of 16 against orcs, and 10 against
     normal creatures.
r) a Heavy Crossbow of Extra Shots (x4) (+14,+12) (+1) {!d!k!s@w6^.}
     +1 shooting speed.
s) 12 Bolts of Acid (1d5) (+8,+5)
     Cannot be harmed by acid.
t) 18 Seeker Bolts of Slay Animal (4d5) (+12,+13)


  [Home Inventory]

a) 5 Orange 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) 3 Brown 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) 8 Light Green Potions of Speed
     When ingested, it hastens you for 2d10+20 turns.
d) 4 Birch Staffs of *Destruction* (12 charges)
     When used, it destroys an area around you in the shape of a circle 
     radius 15, and blinds you for 1d10+10 turns.
e) a Bronze Ring of Strength (+5)
     +5 strength.
     Sustains strength.
     
f) a Gold Ring of Dexterity (+4)
     +4 dexterity.
     Sustains dexterity.
     
g) a Pearl Ring of Flames [+12]
     Provides resistance to fire.
     Cannot be harmed by fire.
     
     When activated, it grants fire resistance for d20+20 turns and cre
     ates a fire ball of damage 80.
     It takes d50+50 turns to recharge after use.
h) an Opal Ring of Free Action
     Prevents paralysis.
     
i) a Rhodonite Ring of See Invisible
     Grants the ability to see invisible things.
     
j) The Amulet 'Belin' (charging) {!d!k!s@w4!!}
     Cannot be harmed by acid, electricity, fire, cold.
     Feather Falling.
     
     When activated, it grants you protection from evil for 1d25 plus 3 
     times your character level turns.
     It takes 225 turns to recharge after use.
k) Law Dragon Scale Mail (-2) [30,+12] {!d!k!s}
     Provides resistance to sound, shards.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it allows you to breathe sound/shards for 230 dama
     ge.
     It takes d300+300 turns to recharge after use.
l) a Cloak of the Magi [1,+8] (+2)
     +2 intelligence, stealth.
     Cannot be harmed by acid.
     Sustains intelligence.
     Prevents paralysis.
     
m) The Wicker Shield of Dendil [2,+10] (+3)
     +3 intelligence, dexterity, infravision.
     Provides resistance to acid, fire.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains dexterity.
     Feather Falling.
     
n) a Jewel Encrusted Crown of Might [0,+8] (+3)
     +3 strength, dexterity, constitution.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, dexterity, constitution.
     Prevents paralysis.
     
o) The Hard Leather Cap 'Vandendir' [2,+11] (+3) {!d!k!s@w3}
     +3 dexterity.
     Provides resistance to blindness.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains dexterity.
     Grants telepathy.
     
p) a Set of Leather Gloves of Power (+5,+5) [1,+11] (+5)
     +5 strength.
     
q) The Pair of Leather Boots 'Brevath' [2,+8] (+4)
     +4 stealth, speed.
     Cannot be harmed by acid, electricity, fire, cold.
     
r) a Pair of Steel Shod Boots of Speed [6,+9] (+5) {!d!k}
     +5 speed.
     
s) a Zweihander of Gondolin (3d6) (+16,+18)
     Provides resistance to dark.
     Cannot be harmed by acid, fire.
     Prevents paralysis.
     Stops experience drain.
     Grants the ability to see invisible things.
     
     Radius 1 light.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 49.5 against orcs, 49.5 against
     trolls, 49.5 against dragons, 49.5 against demons, and 28.5
     against normal creatures.
t) a Zweihander (Defender) (3d6) (+13,+16) [+8] (+1 stealth)
     +1 stealth.
     Provides resistance to acid, lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength.
     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 26.5 against normal creatures.
u) a Flail of Gondolin (2d6) (+12,+11) {!*}
     Provides resistance to dark.
     Cannot be harmed by acid, fire.
     Prevents paralysis.
     Grants telepathy.
     Grants the ability to see invisible things.
     
     Radius 1 light.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 32 against orcs, 32 against
     trolls, 32 against dragons, 32 against demons, and 18 against
     normal creatures.
v) a Long Bow of Lothlorien (x3) (+13,+24) (+2)
     +2 dexterity, shooting power.
     Cannot be harmed by acid, fire.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
w) 17 Seeker Bolts of Slay Undead (4d5) (+9,+14)
x) 23 Seeker Arrows of Acid (4d4) (+11,+10)
     Cannot be harmed by acid.
     
     Fired from your current missile launcher, this arrow will hit targets
     up to 160 feet away, inflicting an average damage of 435 against
     acid-vulnerable creatures, and 145 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)       : yes (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    : yes (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 12.4.2009 17:37
Last updated on 9.5.2009 12:26

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Comments

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On 12.4.2009 17:37 jfm399@gmail.com wrote:
I'm playing a random artifacts game with Fritz the Dunadan Warrior. I'm doing OK I think. The uniques have dropped several artifacts so far, including a moderately cool sword. Some kind of See Invis would be nice.

On 13.4.2009 07:02 geoff_tewierik wrote:
You already have a Helm of Seeing which supplies Invis, why do you need more?

On 14.4.2009 04:45 John McCoy wrote:
I updated my character dump but was called away before I could note that I found some See Invis equipment just like I asked for. Since that worked, how about next I find something that boosts my speed....

After falling through trap doors and out of several Superb, Good, etc. levels I've finally wised up enough to start carrying Scrolls of Trap Detection. Anything else obvious that I'm missing?

On 14.4.2009 06:37 PowerDiver wrote:
It can be useful to carry a few potions of resist fire and/or cold so that you can quaff one for double resistance before fighting a dragon old enough to be a tough fight for you at the time. Scrolls of teleport level or deep descent are worth carrying for a pretty failsafe escape until you can collect scrolls of destruction.



On 15.4.2009 04:13 jfm399@gmail.com wrote:
My last trip down I lucked into some Law Dragon Scale Mail (that I can't manage to activate, sadly), a nifty helm, and a Defender. Then I bought some Boots of Stability in the black market and totally rearranged my equipment. I don't hit quite as hard this way but I have a lot more AC and better resistances so I think it is worth it.

On 15.4.2009 14:29 geoff_tewierik wrote:
Good luck with the Boots of Speed wish :)

On 16.4.2009 04:34 John McCoy wrote:
Lo and behold, my next trip into the dungeon I found Boots of Speed +5. Perhaps I should be more ambitious in my wishes. How about a nice new job for my wife?

On 18.4.2009 04:38 John McCoy wrote:
Found some very nice artifact gauntlets and a helm that's kind of boring except it grants resist poison.

On 18.4.2009 18:31 Pete Mack wrote:
A branding ring (possibly as a swap) would work better than the Ring of Damage. It would get you +18 avg damage against vulnerable creatures; the ring is only +7.


On 19.4.2009 04:20 John McCoy wrote:
I hadn't seen any elemental rings, but of course after your post I immediately found one in the Black Market. I think I can probably afford to go a bit deeper so I'm not spending much time on normal levels at the moment.

On 21.4.2009 04:42 John McCoy wrote:
Found a couple of small vaults recently, one of which I'm still trying to clear out (stupid Nexus Qs). I've found some really nice helms and now have my speed up over +10.

On 23.4.2009 04:47 John McCoy wrote:
I think I'm better off with the artifact armor that boosts my stats and activates for Banishment (or whatever spell that is) than the Law Scale Mail with the higher AC and special resists, and an activation I can't get to work.

Death Drakes kick my butt at the moment. Not sure what to do about that besides banishing them.

On 24.4.2009 04:36 John McCoy wrote:
Killed the bastard Dracolisk that took out my last character.

On 27.4.2009 01:59 John McCoy wrote:
Just cleared out a Greater Vault at 2500'. Lots of uniques and other nasties I teleported away, like Maeglin, Hoarmuth, and Glaurung. No really cool equipment though, just modest upgrades to what I already had.

On 9.5.2009 12:26 John McCoy wrote:
Knocked out and killed by some Plasma Hounds I could have avoided, aka YASD.

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