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The Angband Ladder: Fingwind, Dunadan Paladin by Psi

  [Angband 3.1.1 dev (r1626) Character Dump]

 Name   Fingwind                                 Self  RB  CB  EB   Best
 Sex    Male         Age             69   STR:     18  +1  +3  +3  18/70
 Race   Dunadan      Height          85   Int:     10  +2  -3  +0      9      8
 Class  Paladin      Weight         210   WIS:     16  +2  +1  +4  18/50
 Title  Knight       Social     Unknown   Dex:     17  +2  +0  +0  18/10     17
 HP     -11/276      Maximize         Y   CON:     16  +3  +2  +0  18/30
 SP     38/55                             CHR:     11  +2  +2  +3     18


 Level               27   Armor    [19,+44]     Saving Throw         63%
 Cur Exp          59853   Fight     (+1,+5)     Stealth           Superb
 Max Exp          59853   Melee    (+9,+12)     Fighting          Heroic
 Adv Exp          75250   Shoot     (+8,+5)     Shooting          Superb
 MaxDepth   1850' (L37)   Blows      1/turn     Disarming            40%
 Turns           395818   Shots      1/turn     Magic Device      Superb
 Gold             14609   Infra        0 ft     Perception       1 in 35
 Burden       123.9 lbs   Speed      Normal     Searching            15%

 You are the illegitimate but acknowledged child of a Serf.  You are a
 credit to the family.  You have brown eyes, straight black hair, and a
 very fair complexion.


rAcid:......+...... rConf:.........+...
rElec:......+...... Sound:.............
rFire:......+...... Shard:.............
rCold:......+...... Nexus:.............
rPois:............. Nethr:.............
rFear:............. Chaos:.............
rLite:............. Disen:......+......
rDark:............. S.Dig:.............
rBlnd:............. Feath:...........+.

PLite:............. Aggrv:.............
Regen:....+........ Stea.:......++.....
  ESP:+............ Sear.:.............
Invis:............. Infra:.............
FrAct:..+.......... Tunn.:.............
HLife:............. Speed:.............
ImpHP:............. Blows:.............
ImpSP:............. Shots:.............
 Fear:............. Might:.............


  [Last Messages]

> The Gravity hound bites you.
> You failed to concentrate hard enough!
> The Gravity hound misses you.
> The Gravity hound claws you.
> The Gravity hound bites you.
> The Gravity hound claws you.
> The Gravity hound misses you.
> The Gravity hound bites you.
> The Gravity hound breathes gravity.
> The Gravity hound resists.
> Gravity warps around you.
> The Gravity hound breathes gravity.
> The Gravity hound resists.
> Gravity warps around you.
> You die.

Killed by a Gravity hound.

  [Character Equipment]

a) a Zweihander (Blessed) (3d6) (+8,+7) (+1)
     +1 wisdom.
     Blessed by the gods.  Grants telepathy.  
     
     Combat info:
     1 blow/round.
     Average damage/hit: 24.
     
b) a Long Bow (x3) (+7,+5)
c) a Ring of Free Action
     Prevents paralysis.  
     
d) a Ring of Strength (+2)
     +2 strength.
     Sustains strength.
     
e) an Amulet of Regeneration
     Speeds regeneration.  
     
f) The Phial of Galadriel
     Cannot be harmed by acid, electricity, fire, cold.
     
     Radius 3 light.
g) Soft Leather Armour of Elvenkind [4,+7] (+2 stealth)
     +2 stealth.
     Provides resistance to acid, lightning, fire, cold, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     
h) a Fur Cloak of Stealth [3,+6] (+3 stealth)
     +3 stealth.
     
i) a Small Metal Shield [4,+3]
j) The Metal Cap of Thengel [3,+12] (+3)
     +3 wisdom, charisma.
     Provides resistance to confusion.
     Cannot be harmed by acid, electricity, fire, cold.
     
k) a Set of Caestus of Power (+2,+6) [2,+8] (+1)
     +1 strength.
     
l) a Pair of Iron Shod Boots of Slow Descent [3,+7]
     Feather Falling.  
     


  [Character Inventory]

a) 2 Holy Books of Prayers [Beginners Handbook]
b) 2 Holy Books of Prayers [Words of Wisdom]
c) a Holy Book of Prayers [Chants and Blessings]
d) a Holy Book of Prayers [Exorcism and Dispelling]
e) a Holy Book of Prayers [Ethereal Openings]
     Cannot be harmed by acid, electricity, fire, cold.
     
f) 3 Potions of Cure Serious Wounds
     
     When drunk, it heals you a fair amount (1/5 of your wounds, minimu
     m 25HP), heals cut damage, and cures blindness and confusion.
     
g) 3 Potions of Cure Critical Wounds
     
     When drunk, it heals you a large amount (1/4 of your wounds, minim
     um 30HP), heals cut damage, and cures stunning, poisoning, blindne
     ss, and confusion.
     
h) 2 Potions of Heroism
     When drunk, it restores 10 hit points, removes fear and grants you 
     resistance to fear and +12 to-hit for 1d25+25 turns.
     
i) a Potion of Speed
     When drunk, it hastens you for 2d10+20 turns.
     
j) 6 Rods of Treasure Location {!!}
     When activated, it detects gold and objects nearby.
     Takes 25 turns to recharge at your current speed.
     
k) 4 Rods of Trap Location {!!}
     When activated, it detects traps nearby.
     Takes 25 turns to recharge at your current speed.
     
l) 3 Rods of Light {!!}
     When aimed, it lights up part of the dungeon in a straight line.
     Takes 4 turns to recharge at your current speed.
     
m) a Wand of Fire Bolts (4 charges)
     
     When aimed, it creates a fire bolt with damage 12d8.
     
n) 4 Wands of Stone to Mud (14 charges)
     
     When aimed, it turns rock into mud.
     
o) a Wand of Teleport Other (3 charges)
     
     When aimed, it teleports a target monster away.
     
p) a Staff of Teleportation (5 charges)
     
     When activated, it teleports you randomly up to 100 squares away.
     
q) a Ring of Damage (+0,+6)
r) a Ring of See Invisible
     Grants the ability to see invisible things.  
     
s) The Dagger 'Dethanc' (2d4) (+4,+6)
     Branded with lightning.
     Provides resistance to lightning.
     Cannot be harmed by acid, electricity, fire, cold.
     
     Combat info:
     3 blows/round.
     Average damage/hit: 26.4 vs. creatures not resistant to
     electricity, and 16.2 vs. others.
     
t) a Light Crossbow of Extra Might (x3) (+14,+14) (+1)
     +1 shooting power.
     
u) 3 Bolts of Wounding (1d5) (+6,+10)
v) 8 Arrows of Slay Animal (1d4) (+8,+8)
     Slays animals.
     
     Combat info:
     Hits targets up to 120 feet away.
     Average damage/hit: 93.9 vs. animals, and 46.9 vs. others.
     35% chance of breaking upon contact.
     


============================================================
                   CHAR.
|   TURN  | DEPTH |LEVEL| EVENT
============================================================
         1      0'    1   Began the quest to destroy Morgoth.
      2833    100'    2   Reached level 2
      6986    150'    3   Reached level 3
      8866    150'    3   Killed Grip, Farmer Maggot's dog
     13329    200'    4   Reached level 4
     16624    200'    5   Reached level 5
     20210    250'    6   Reached level 6
     20310    250'    7   Reached level 7
     29510    300'    8   Reached level 8
     34441    300'    8   Killed Fang, Farmer Maggot's dog
     41603    350'    9   Reached level 9
     52266    400'    9   Extra might +1 +16 to dam sling!
     54805    400'    9   Killed Wormtongue, Agent of Saruman
     54805    400'   10   Reached level 10
     57427    400'   10   Found -dObj
     66635    400'   10   Resistance armour from Wormy
     72108    450'   11   Reached level 11
     86690    500'   11   Nimbleness at expense of Charisma!
     92351    500'   12   Reached level 12
     92611    500'   12   Killed Orfax, Son of Boldor
     98295    500'   12   Killed Brodda, the Easterling
     98295    500'   13   Reached level 13
    107639    550'   13   Found PB2 - still no PB1
    117789    650'   14   Reached level 14
    118825    650'   14   Second PB2
    119507    650'   15   Reached level 15
    137557    700'   16   Reached level 16
    140011    750'   16   Killed Boldor, King of the Yeeks
    143568    750'   15   Lose life force boooo!
    152786    750'   15   Found dagger +7
    173166    900'   17   Reached level 17
    173576    900'   17   Killed Bullroarer the Hobbit
    173616    900'   17   Rapier of frost
    190973    900'   18   Reached level 18
    193611    900'   18   Ring of Strength +2
    207035   1000'   19   Reached level 19
    209005   1000'   20   Reached level 20
    213992   1000'   21   Reached level 21
    238801   1100'   22   Reached level 22
    241145   1100'   22   PB1 at last!
    256371   1200'   22   Killed Bolg, Son of Azog
    260657   1200'   22   Gloves of FA
    261680   1200'   23   Reached level 23
    265188   1200'   23   Thengel I presume...
    274442   1250'   24   Reached level 24
    279890   1250'   25   Reached level 25
    280949   1250'   25   Crossbow of power
    281361   1250'   25   Found The Set of Gauntlets 'Paurhach' (LOST)
    281994   1250'   25   Ethereal Openings!
    282825   1250'   25   Defender weapon
    283450   1250'   25   Blessed weapon + ESP
    286890   1250'   25   Killed Gorbag, the Orc Captain
    297003   1300'   25   Killed Smeagol
    307672   1350'   26   Reached level 26
    321331   1400'   26   PB3
    359445   1700'   27   Reached level 27
    364328   1700'   27   First !STR
    364809   1700'   27   First -TA
    364809   1700'   27   First _TeleSelf
    365913   1700'   27   Elvenkind armour
    368501   1700'   27   Cloak of stealth
    388742   1800'   27   Nimthanc methinks
    395048   1850'   27   2nd !STR


  [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            : yes (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              : yes (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 5.10.2009 08:06
Last updated on 6.10.2009 19:13

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15. on the Competition No.75 Ladder (of 32)

Comments

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On 5.10.2009 08:06 Psi wrote:
First attempt at V since 2.9.2. Hounds are getting annoying and I am yet to find PB1. However the sling has been great! Not sure whether I should be lugging around all the ammo and would really appreciate FA and SI some time soon... oh and a means of detecting the bad guys etc etc

On 5.10.2009 10:47 Psi wrote:
Some questions...

- Should I be lugging around all types of ammo in the chance that a better launcher of another type shows up?

- Are the jewelry with little speed boosts worth it? I've been carrying around 2 =Teleportation for goodness knows how long and never actually used them.

- Hounds... In FAangband, if you hurt one it will come after you rather than staying out of FoV. However in V it appears that if I hit them with splash damage from a -StinkingCloud they still wait for me to enter the room. Is there an effective way to lure them out? I post this whilst stood outside my first room of firehounds!

- Is there any heavy curse stuff to be wary of other than Morgul weapons - any jewelry before Woe/Doom for example. I'm relying on RemoveCurse at the moment as id seems very scarce.

- I guess I should stop quaff/read testing potions/scrolls soon...?

- Please tell me there is still a good chance of PB1 showing up...

On 5.10.2009 16:27 fizzix wrote:
Re Hounds: the easiest way to lure hounds out is to get into an adjacent room. Hopefully you can kill a fire hound in one blow, or one blow and one hit with the sling. They'll enter a room from a hallway, they just won't enter a hallway from a room. So if they are in a room and there's another room close by, go to the other room and move to the side so you can 'knight's move' them as they come into the room. If the corridors are not twisty enough and too long they may not follow you though.

Woe rings and DOOM jewelry don't exist anymore. So I think you should be fine with testing jewelry. The best way to tell weapons without ID that I've found is to throw them at weak monsters.

curse weapon and curse armor are native to dlevel 40, so it would be pretty awful luck if you were to find one in the 20s.

As for the inventory. You're probably a much better player than me, so my advice would be pointless.

On 5.10.2009 16:43 Psi wrote:
Thanks for the advice fizzix.

I usually play O-based variants and throwing (non-throwing) weapons tends to cause them to vanish/break, so that is useful to know.

One of my earlier comp attempts found ?curse weapon at about DL15, so I was getting a bit nervous about them - glad to hear that that was an exception!

On 5.10.2009 21:07 Psi wrote:
Finally PB1 and then a superb level with two lesser vaults provided some useful gear!

On 6.10.2009 03:22 NiJabbieJabba wrote:
Nice start, and welcome to the competition! The teleportation rings are totally worth it, until you hit an inventory crisis. You don't use them *often*, but when they save you from death, you're sure grateful. I particularly like rings of Escaping - they let you run away from normal speed uniques for a while so you can take the rings off and pelt them with missile weapons.

On 6.10.2009 09:36 Psi wrote:
Sadly, your advice is too late and I have already dropped the =Teleportations. Anyway you can't miss what you don't really know.

Lost both _Id to water hounds and a copy each of PB1 and PB2 to a fire vortex. Very frustrating.

I was regretting the decision to drop my sling(x3) and ammo (on finding a decent crossbow) when I was down to my last 3 bolts but thankfully I was still carrying some arrows when a magical longbow showed up. That is keeping me going for now.

I really need to up my melee damage output and find some more bolts. Play is slow. That frustrates me and is likely to get me killed.

Btw can non-consumables in your pack be destroyed by elemental attacks? I'd hate to lose my ESP weapon when fighting with my frostbrand.

On 6.10.2009 14:33 fizzix wrote:
"Btw can non-consumables in your pack be destroyed by elemental attacks? I'd hate to lose my ESP weapon when fighting with my frostbrand."

No, I believe this was changed in order to make weapon-swap more reasonable. I think that weapons in the pack can be damaged by elemental attacks in the same way weapons and armor you are wearing are. Although, I've actually never had this happen to me, so I might be making that up.

On 6.10.2009 15:02 Psi wrote:
Thanks!

On 6.10.2009 19:13 Psi wrote:
Complete moment of stupidity. Knew the gravity hounds were there, but thought what are the chances of portaling in there... attempt to portal out failed.

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