The Angband Ladder: Rogrog, Half-Troll Paladin by Estie

  [Angband 3.1.0 beta Character Dump]

 Sex    Male         Age             25   STR! 18/100  +4  +3  +4 18/210
 Race   Half-Troll   Height         103   INT! 18/100  -4  -3  +0  18/30
 Class  Paladin      Weight         141   WIS! 18/100  -2  +1  +3 18/120
 Title  Paladin Lord Social  Well-liked   DEX! 18/100  -4  +0 +10 18/160
 HP     1121/1121    Maximize         Y   CON! 18/100  +3  +2  +8 18/***
 SP     251/251                           CHR! 18/100  -6  +2 +10 18/160


 Level               50   Armor   [17,+117]     Saving Throw         81%
 Cur Exp       11603606   Fight   (+30,+23)     Stealth           Heroic
 Max Exp       11603606   Melee   (+43,+50)     Fighting       Legendary
 Adv Exp       ********   Shoot   (+42,+14)     Shooting          Heroic
 MaxDepth  5050' (L101)   Blows      5/turn     Disarming            58%
 Turns          9728303   Shots      1/turn     Magic Device      Superb
 Gold           1496417   Infra      100 ft     Perception       1 in 13
 Burden       182.4 lbs   Speed          33     Searching            41%

 Your father was a Cave-Troll Warrior.  You have slime-green eyes, oily
 dark purple hair, and green scabby skin.



 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:.+...........


  [Character Equipment]

a) The Mace of Disruption of Tandoron (5d8) (+13,+27) (+3)
     +3 charisma.
     Provides immunity to lightning.
     Provides resistance to acid.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains charisma.
     When activated, it returns you from the dungeon or takes you to th
     e dungeon after a short delay.
     It takes 200 turns to recharge after use.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 117.5 against undead, and 72.5
     against normal creatures.
b) a Long Bow of Lothlorien (x3) (+12,+14) (+2)
     +2 dexterity, shooting power.
     Cannot be harmed by acid, fire.
     Prevents paralysis.
     Grants telepathy.
c) a Jasper Ring of Speed (+15)
     +15 speed.
d) a Jasper Ring of Speed (+12)
     +12 speed.
e) an Amber Amulet of Trickery (+3)
     +3 dexterity, stealth, searching, infravision, speed.
     Provides resistance to poison, nexus.
     Sustains dexterity.
f) The Palantir of Ostir (+3) {!*!*!*}
     +3 dexterity, searching.
     Provides resistance to fire, blindness.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains dexterity.
     Speeds regeneration.
     When activated, it maps the entire level and detects objects, trap
     s, doors, and stairs.
     It takes 50 turns to recharge after use.
     Radius 3 light.
g) The Studded Leather Armour of Rantardh (-1) [6,+10] (+2)
     +2 dexterity, constitution, stealth.
     Provides immunity to acid.
     Provides resistance to lightning, fire, cold, light, dark, shards.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains dexterity.
     Prevents paralysis.
     When activated, it creates a frost ball with damage 100.
     It takes 35 turns to recharge after use.
     Radius 1 light.
h) The Ethereal Cloak of Disina [0,+27] (+6)
     +6 constitution, stealth.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains constitution.
     Slows your metabolism.
     When activated, it fires a ball of electricity in all directions, 
     each one causing 150 damage.
     It takes 1000 turns to recharge after use.
i) a Small Metal Shield of Preservation [4,+26]
     Provides resistance to confusion, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, dexterity, constitution.
     Stops experience drain.
j) a Jewel Encrusted Crown of Lordliness [0,+14] (+3)
     +3 wisdom, charisma.
     Provides resistance to fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains wisdom, charisma.
     Grants telepathy.
k) The Set of Leather Gloves of Idrast (+5,+5) [1,+10]
     Provides resistance to sound, nether.
     Cannot be harmed by acid, electricity, fire, cold.
     Feather Falling.
     When activated, it teleports you randomly up to 100 squares away.
     It takes 45 turns to recharge after use.
l) The Pair of Steel Shod Boots of Inuman [6,+19] (+4)
     +4 strength, charisma, stealth, infravision, speed.
     Provides resistance to dark, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, charisma.
     Feather Falling.


  [Character Inventory]

a) 3 Holy Books of Prayers [Beginners Handbook] {@m1}
b) 3 Holy Books of Prayers [Words of Wisdom] {@m2}
c) 2 Holy Books of Prayers [Chants and Blessings] {@m3}
d) 3 Holy Books of Prayers [Exorcism and Dispelling] {@m4}
e) a Holy Book of Prayers [Ethereal Openings] {@m5}
     Cannot be harmed by acid, electricity, fire, cold.
f) a Holy Book of Prayers [Godly Insights] {@m6!d!k!v}
     Cannot be harmed by acid, electricity, fire, cold.
g) a Holy Book of Prayers [Purifications and Healing] {@m7}
     Cannot be harmed by acid, electricity, fire, cold.
h) a Holy Book of Prayers [Holy Infusions] {@m8!d!k!v}
     Cannot be harmed by acid, electricity, fire, cold.
i) a Holy Book of Prayers [Wrath of God] {@m9}
     Cannot be harmed by acid, electricity, fire, cold.
j) a Red Potion of Healing
k) a Clotted Red Potion of Restore Mana
l) 11 Crimson Potions of Restore Life Levels
m) 8 Scrolls titled "ar laewe" of Teleport Level
n) a Scroll titled "ulth praestin" of *Destruction*
o) a Bronze Rod of Healing (charging)
     Cannot be harmed by electricity.
p) The Soft Leather Armour 'Lumeleme' [4,+10] (+3)
     +3 stealth.
     Provides immunity to fire.
     Provides resistance to acid, lightning, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Feather Falling.
q) The Massive Iron Crown of Morgoth [0,+4] (+0)
     Provides resistance to acid, lightning, fire, cold, poison, fear, 
     light, dark, confusion, nexus, nether.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.
     Grants the ability to see invisible things.
     Radius 1 light.
r) The Mighty Hammer 'Grond' (3d9) (+4,+2)
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.
     Grants the ability to see invisible things.
     Aggravates creatures nearby.
     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, 70 against orcs, 70 against trolls, 100 against
     dragons, 100 against demons, 100 against undead, and 40 against
     normal creatures.
     Sometimes creates earthquakes on impact.
s) 8 Seeker Arrows of Holy Might (4d4) (+21,+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 390 against
     evil creatures, 585 against demons, 585 against undead, and 195
     against normal creatures.
     35% chance of breaking upon contact.


  [Home Inventory]

a) a Fluorite Ring of Slaying (+7,+10)
b) The Ring of Arahtar (+5)
     +5 strength, intelligence, dexterity, speed.
     Provides resistance to confusion, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, intelligence, wisdom, dexterity.
     Speeds regeneration.
     Aggravates creatures nearby.
     
     When activated, it heals 1000 hit points.
     It takes 200 turns to recharge after use.
c) an Adamant Amulet of Devotion (+4)
     +4 wisdom, charisma.
     Provides resistance to fire, light, dark.
     Sustains wisdom, charisma.
     Stops experience drain.
     
     Radius 1 light.
d) a Crystal Amulet of Weaponmastery (+5,+5) (+3)
     +3 strength.
     Provides resistance to fear, disenchantment.
     Sustains strength, constitution.
     Prevents paralysis.
     
e) The Necklace of Agduin (+1)
     +1 intelligence, wisdom.
     Provides resistance to fire, poison, confusion.
     Cannot be harmed by acid, electricity, fire, cold.
     Speeds regeneration.
     Grants the ability to see invisible things.
     
f) The Arkenstone of Naegon (+3) {!*!*!*}
     +3 intelligence, infravision.
     Provides resistance to cold, poison.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains intelligence.
     
     When activated, it detects treasure, objects, traps, doors, stairs, 
     e3 light.
g) The Metal Scale Mail of Faeglos (-2) [12,+29] (+5)
     +5 dexterity, speed.
     Provides resistance to lightning, fire, cold, dark, blindness, 
     confusion, sound, shards, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains dexterity.
     Speeds regeneration.
     Stops experience drain.
     Aggravates creatures nearby.
     
h) The Soft Leather Armour of Gaisildi [4,+11] (+4)
     +4 intelligence, constitution.
     Provides resistance to lightning, chaos, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains intelligence, constitution.
     Stops experience drain.
     
i) The Hard Leather Armour 'Aedheb' (-1) [8,+18] (+4)
     +4 wisdom, charisma.
     Provides resistance to acid, lightning, cold, confusion, 
     disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains wisdom, charisma.
     
     When activated, it drains up to 90 hit points of life from a targe
     t creature.
     It takes 40 turns to recharge after use.
j) The Studded Leather Armour of Rutumon (-1) [6,+11] (+2)
     +2 constitution, stealth.
     Provides resistance to acid, lightning, fire, cold, sound.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains intelligence, constitution.
     Grants the ability to see invisible things.
     
     When activated, it teleports you randomly up to 10 squares away.
     It takes 2 turns to recharge after use.
k) The Ethereal Cloak of Hithmorn [0,+28] (+5)
     +5 intelligence, stealth, searching.
     Provides resistance to lightning.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains intelligence.
     Grants telepathy.
     
l) The Wicker Shield 'Elemelost' [2,+15] (+3)
     +3 constitution, charisma.
     Provides resistance to lightning, fire.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains constitution, charisma.
     Prevents paralysis.
     Stops experience drain.
     
m) a Wicker Shield of Elvenkind [2,+14] (+1 stealth)
     +1 stealth.
     Provides resistance to acid, lightning, fire, cold, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     
n) a Leather Shield of Preservation [6,+18]
     Provides resistance to nexus, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, dexterity, constitution.
     Stops experience drain.
     
o) 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.
     
p) a Jewel Encrusted Crown of Night and Day [0,+16]
     Provides resistance to light, dark, blindness.
     Cannot be harmed by acid.
     Grants the ability to see invisible things.
     
     Radius 1 light.
q) The Hard Leather Cap of Hindamar [2,+9] (+3)
     +3 dexterity.
     Provides resistance to acid, blindness.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains dexterity.
     
r) a Set of Leather Gloves of Thievery (+7,+1) [1,+5] (+4)
     +4 dexterity, searching.
     Feather Falling.
     Prevents paralysis.
     
s) The Set of Gauntlets of Turiolwe (+2,+2) [3,+14] (+1)
     +1 strength, dexterity.
     Provides resistance to sound, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, wisdom.
     Prevents paralysis.
     
t) a Pair of Ethereal Slippers of Speed [0,+10] (+10)
     +10 speed.
     Cannot be harmed by acid, electricity, fire, cold.
     
u) The Bastard Sword of Gelen (6d4) (+19,+21) (+5)
     +5 wisdom, dexterity, charisma.
     Provides resistance to confusion.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains dexterity, charisma.
     Blessed by the gods.
     Slows your metabolism.
     
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 89 against trolls, 89 against
     dragons, and 59 against normal creatures.
v) a Heavy Crossbow of Extra Might (x4) (+19,+21) (+1)
     +1 shooting power.
     
w) 9 Seeker Bolts of Slay Evil (4d5) (+16,+16)
x) 26 Mithril Bolts of Acid (3d5) (+17,+14)
     Cannot be harmed by acid, fire.
     


  [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        : no  (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 28.5.2009 16:46
Last updated on 3.6.2009 12:53

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3499. on the Ladder (of 18915)
959. on the Angband Ladder (of 6466)
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On 28.5.2009 16:46 Estie wrote:
Second go with new vanilla (my warrior died), this time a troll paladin.

He made it to item-juggling state (my favourite part) and all suggestions as how to improve the current setup are welcome.

Two questions are bothering me:

1. Is SI really needed when I have ESP ? (never occured to me before, but sentient invisible creatures could/should be detected)

2. Is it worth lugging the axe for wyrm-swapin ? (Have about double the spears damage with it versus those)

On 28.5.2009 17:25 Psi wrote:
1. It depends how you feel about not seeing Qs...


On 28.5.2009 19:55 Estie wrote:
Right, those Qs. They show to my detection spell and I avoid them anyway like the plague, so I guess I could live without SI.

However, I currently favour this setup which gives me more hitpoints and SI happens to be covered but lacks ImmL and has less wisdom.

On 2.6.2009 18:17 Estie wrote:
Lookes like a winner, but Sauron giving me trouble. Had him down to 1 dark red star two times now, but he saved himself by teleporting and my supply of !speed, !heal and acid arrows is depleted.

That arrow {excellent} is a weird bug btw, it wont let me identify it. It was stacked with the other acid arrow before, but got the inscription after I fired it for some reason and refuses to stack now.

On 3.6.2009 13:04 Estie wrote:
Now this is really weird. Somehow I got to level 100 without having killed Sauron (by means of a staircase). I engaged Morgoth who promptly summoned Sauron (and Smeagol :)). I teleported Sauron away and killed Morgoth, who dropped cheap imitations of his artifacts.



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