The Angband Ladder: Rafe, Dunadan Warrior by ElectricPaladin

  [Angband 3.1.0 beta Character Dump]

 Sex    Male         Age             60   STR:  18/37  +1  +5  +7 18/167
 Race   Dunadan      Height          81   INT:  18/46  +2  -2  +2  18/66
 Class  Warrior      Weight         200   WIS:     15  +2  -2  +2     17
 Title  Commando     Social   Respected   DEX:  18/59  +2  +2  +2 18/119
 HP     -16/450      Maximize         Y   CON:     15  +3  +2  +3  18/50
 SP     0/0                               CHR:  18/51  +2  -1  +4 18/101


 Level               34   Armor   [53,+102]     Saving Throw         59%
 Cur Exp         527207   Fight   (+22,+19)     Stealth           Superb
 Max Exp         527207   Melee   (+34,+35)     Fighting       Legendary
 Adv Exp         630000   Shoot   (+39,+19)     Shooting       Legendary
 MaxDepth   2200' (L44)   Blows      5/turn     Disarming            72%
 Turns          1099865   Shots      1/turn     Magic Device   Excellent
 Gold            229512   Infra        0 ft     Perception       1 in 25
 Burden       252.3 lbs   Speed           6     Searching            27%

 You are one of several children of a Yeoman.  You are a credit to the
 family.  You have green eyes, wavy black hair, and a very 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]

> You smite Lorgan, Chief of the Easterlings.
> The Rotting quylthulg teleports away.
> Lorgan, Chief of the Easterlings misses you.
> Lorgan, Chief of the Easterlings hits you.
> Lorgan, Chief of the Easterlings misses you.
> You smite Lorgan, Chief of the Easterlings.
> Lorgan, Chief of the Easterlings flees in terror!
> The Shardstorm (offscreen) breathes shards.
> Lorgan, Chief of the Easterlings grunts with pain.
> The Ethereal dragon shrugs off the attack.
> The Ethereal dragon breathes darkness.
> Lorgan, Chief of the Easterlings cries out feebly.
> You die.
> Illegal object choice (default)!
> Illegal object choice (inven)!

Killed by an Ethereal dragon.

  [Character Equipment]

a) The Bastard Sword of Eowyn (4d4) (+12,+16) (+4 stealth)
     +4 strength, charisma, stealth, speed.
     Provides resistance to cold, fear, dark, nether.
     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 55 against animals, 55 against
     evil creatures, 65 against giants, 85 against undead, and 45
     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) a Bronze Ring of Ice [+13]
     Provides resistance to cold.
     Cannot be harmed by cold.
     When activated, it grants cold resistance for d20+20 turns and cre
     ates a cold ball of damage 75.
     It takes d50+50 turns to recharge after use.
d) a Topaz Ring of Slaying (+6,+7)
e) (nothing)
f) The Phial of Galadriel
     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) Red Dragon Scale Mail (-2) [30,+16]
     Provides resistance to fire.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it allows you to breathe fire for 200 damage.
     It takes d450+450 turns to recharge after use.
h) a Fur Cloak of Protection [3,+11]
     Provides resistance to shards.
     Cannot be harmed by acid, electricity, fire, cold.
i) a Leather Shield of Elvenkind [6,+12] (+2 stealth)
     +2 stealth.
     Provides resistance to acid, lightning, fire, cold, confusion.
     Cannot be harmed by acid, electricity, fire, cold.
j) 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, 
      and all creatures in the surrounding area.
     It takes 55 turns to recharge after use.
k) The Set of Gauntlets 'Paurhach' [3,+14]
     Provides resistance to fire.
     Cannot be harmed by acid, electricity, fire, cold.
     Speeds regeneration.
     When activated, it creates a fire bolt with damage 9d8.
     It takes 8 turns to recharge after use.
l) The Pair of Steel Shod Boots of Thror [6,+19] (+3)
     +3 strength, constitution, speed.
     Provides resistance to fear.
     Cannot be harmed by acid, electricity, fire, cold.


  [Character Inventory]

a) 5 Grey Speckled Potions of Cure Critical Wounds
b) 5 Scrolls titled "er per nus" of Satisfy Hunger
c) 2 Scrolls titled "tus fruga exto" of Word of Recall
d) a Tin Rod of Lightning Bolts
e) 3 Steel Rods of Slow Monster
f) 4 Iron Wands of Teleport Other (28 charges)
g) a Cypress Staff of Confuse Monsters (8 charges)
h) 3 Ironwood Staffs of Teleportation (14 charges)
i) a Hemlock Staff of Speed (3 charges)
j) a Pine Staff of Identify (4 charges)
k) Metal Scale Mail of Resist Acid (-2) [12,+11]
     Provides resistance to acid.
     Cannot be harmed by acid.
l) Studded Leather Armour of Resist Fire (-1) [6,+7]
     Provides resistance to fire.
     Cannot be harmed by fire.
m) Studded Leather Armour of Resist Acid (-1) [6,+7]
     Provides resistance to acid.
     Cannot be harmed by acid.
n) a Leather Shield of Resist Fire [6,+6]
     Provides resistance to fire.
     Cannot be harmed by fire.
o) a Pair of Leather Boots of Free Action [2,+3]
     Prevents paralysis.
p) The Short Sword 'Dagmor' (1d7) (+3,+9) (+2)
     +2 attack speed.
     Cannot be harmed by acid, electricity, fire, cold.
     Slows your metabolism.
     Speeds regeneration.
     With this weapon, you would currently get 7 blows per round.  Each
     blow will do an average damage of 32 against animals, 36 against
     poison-vulnerable creatures, and 28 against normal creatures.
q) a Bastard Sword of *Slay Dragon* (3d4) (+6,+9) (+1)
     +1 constitution.
     Provides resistance to fear.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 61.5 against dragons, and 31.5
     against normal creatures.
r) an Executioner's Sword of Venom (4d5) (+7,+6)
     With this weapon, you would currently get 4 blows per round.  Each
     blow will do an average damage of 57 against poison-vulnerable
     creatures, and 33 against normal creatures.
s) a Trident of Slay Animal (1d10) (+8,+8)
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 34 against animals, and 28.5
     against normal creatures.
t) a Battle Axe of Slay Dragon (2d8) (+9,+12)
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 54 against dragons, and 36
     against normal creatures.
u) 32 Arrows (1d4) (+0,+0)
     Fired from your current missile launcher, this arrow will hit targets
     up to 160 feet away, inflicting an average damage of 322.5 against
     dragons, and 107.5 against normal creatures.
     35% chance of breaking upon contact.


  [Home Inventory]

a) 2 Scrolls titled "dus plum ta" of Identify
     When read, it reveals to you the extent of an item's magical power
     s.
b) a Nickel Rod of Probing
     When used, it gives you information on the health and abilities of 
     monsters you can see.
     It takes 50 turns to recharge after use.
c) a Moonstone Ring of Strength (+3)
     +3 strength.
     Sustains strength.
     
d) a Tortoise Shell Ring of Constitution (+3)
     +3 constitution.
     Sustains constitution.
     
e) an Alexandrite Ring of Bodykeeping
     Sustains strength, dexterity, constitution.
     
f) a Tiger Eye Ring of Soulkeeping
     Sustains strength, intelligence, wisdom.
     
g) a Quartzite Ring of Protection [+13]
h) an Engagement Ring of Free Action
     Prevents paralysis.
     
i) a Diamond Ring of Delving
     When aimed, it turns rock into mud.
     It takes 2d10+15 turns to recharge after use.
j) an Obsidian Amulet of Regeneration
     Speeds regeneration.
     
k) a Mother-of-Pearl Amulet of Slow Digestion
     Slows your metabolism.
     
l) 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.
m) Bar Chain Mail (Dwarven) (-2) [18,+18] (+2)
     +2 strength, constitution, infravision.
     Cannot be harmed by acid, fire.
     Prevents paralysis.
     
n) 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.
     
o) 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 50 turns to recharge after use.
p) The Leather Shield of Celegorm [4,+20]
     Provides resistance to acid, lightning, fire, cold, light, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     
q) 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.
     
r) The Metal Cap of Thengel [3,+12] (+3)
     +3 wisdom, charisma.
     Provides resistance to confusion.
     Cannot be harmed by acid, electricity, fire, cold.
     
s) The Set of Gauntlets 'Paurnimmen' [3,+14]
     Provides resistance to cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Slows your metabolism.
     
     When activated, it creates a frost bolt with damage 6d8.
     It takes 7 turns to recharge after use.
t) a Pair of Leather Sandals of Stability [1,+4]
     Provides resistance to nexus.
     Feather Falling.
     
u) The Bastard Sword 'Calris' (5d4) (-12,+20) (+5) {cursed}
     Heavily cursed.
     +5 constitution.
     Provides resistance to disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     Aggravates creatures nearby.
     
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 60 against evil creatures, 72.5
     against trolls, 72.5 against demons, 97.5 against dragons, and 
     47.5 against normal creatures.


  [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 12.5.2009 22:20

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9961. on the Ladder (of 18929)
4088. on the Angband Ladder (of 6476)
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On 12.5.2009 22:20 ElectricPaladin wrote:
I really shouldn't have taken on that vault. I should have walked away. *Sigh* My best yet, but I'm learning.

Advice welcome. What was wrong with my kit?

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