The Angband Ladder: Doneer, Dunadan Rogue by buzzkill

  [DaJAngband version 1.1.0 Nov 20, 09 update Character Dump]

 Name   Doneer                                   Self  RB  CB  EB   Best
 Sex    Female            Age        62   STR:     14  +1  +2  +5  18/10
 Race   Dunadan           Height     78   INT:  18/19  +2  +1  +0  18/19
 Class  Rogue             Weight    172   WIS:     16  +2  -2  +0     16
 Title  Highwayman        Status     37   DEX:     17  +2  +3  +2  18/10
 HP     -134/288          Maximize    N   CON:     16  +3  +1  +2     18
 SP     9/27                              CHR:     11  +2  -1  +0     11

 Level           27       Armor    [21,+30]     Saving Throw          59
 Cur Exp      67016       Fight   (+11,+16)     Fighting             216
 Max Exp      67016       Melee   (+27,+19)     Shooting             214
 Adv Exp      70000       Shoot    (+19,+9)     Throwing             217
 MaxDepth    Lev 50       Blows      2/turn     Disarming             97
 Turns       405138       Shots      1/turn     Magic Device          66
 Gold          3920       Stealth        12     Alertness             42
 Burden   121.3 lbs       Energy       100%     Searching             32

 You are one of several children of a Yeoman.  You are a well liked
 child.  You have brown eyes, straight brown hair, and a very fair
 complexion.


      abcdefghijkl@       abcdefghijkl@
 Acid:......+...... Blind:.............
 Elec:......+...... Confu:.............
 Fire:......+...... Sound:......+......
 Cold:......+...... Shard:.............
 Pois:............. Nexus:.............
1/2Po:............. Nethr:.............
 Fear:............. Chaos:.............
 Lite:............. Disen:.............
 Dark:............. Charm:.............

      abcdefghijkl@       abcdefghijkl@
S.Dig:....+........ Stea.:......+....+.
Feath:............. Alert:+............
PLite:............. Tunn.:.............
Regen:............. Speed:.............
Telep:............. Blows:.............
Dkvis:............. Shots:.............
Invis:............+ Might:.............
FrAct:+............ ThrwM:.............
HLife:....+........      :.............


  [Last Messages]

> The ancient red dragon wakes up the baby red dragon.
> It creates a mesmerising illusion.
> You disbelieve the feeble spell.
> Your eyes feel very sensitive!
> You have a Yellow Speckled Potion of See Invisible (d).
> It casts a spell, burning your eyes!
> You are blind.
> You can see again.
> You have 11 Burgundy Potions of Cure Critical Wounds (e).
> A line of blue shimmering light appears.
> The great hell wyrm casts a spell, burning your eyes!
> You are blind.
> It breathes.
> You are hit by fire!
> You die.


  [Character Equipment]

a) a dagger of Westernesse (1d4) (+16,+7) (+2 to alertness)
   It increases your strength, dexterity, and constitution by 2.    It
   increases your alertnessby 10.  It slays orcs, trolls, and giants.  
   It is better for throwing than most melee weapons.  It grants you 
   immunity to paralysis.  
   
   With this weapon, you would currently get 2 blows per round.  You
   can throw 2 of these weapons in one turn.
   
   Each blow will do an average damage of 28.3 against orcs, 28.3
   against trolls, 28.3 against giants, and 22.1 against other monsters. 
   This weapon can be thrown for an average damage of 34.2 against
   orcs, 34.2 against trolls, 34.2 against giants, and 11.4 against
   other monsters.  Your chance of scoring a critical hit with this
   weapon is 1 in 19 (less when thrown).
   
b) a long bow (ML3) (+8,+9)
     
   
   A launcher with an multiplier level (ML) of 3 actually multiplies
   damage by x2.625
   Examine ammo to see average damage.
   
c) a Citrine Ring of Slaying (+6,+8)
     
   
d) an Iolite Ring of Strength of Warfare (+2,+4) (+3)
   It increases your strength by 3.    It sustains your strength.  
   
e) a Malachite Amulet of Sustenance
     It provides resistance to life draining.  It sustains all your
   stats.  It slows your metabolism.  It cannot be harmed by the
   elements.  
   
f) a brass lantern (10659 turns)
     It usually provides light of radius 2.  It cannot be harmed by 
   fire.  
   
g) metal scale mail of Elvenkind (-2) [13,+10] (+3 to stealth)
   It increases your stealth by 3.  It provides resistance to acid, 
   electricity, fire, cold, and sound.  It cannot be harmed by the
   elements.  
   
h) (nothing)
     
   
i) (nothing)
     
   
j) a hard leather cap [2,+4]
     
   
k) a set of steel gauntlets [3,+3]
     
   
l) a pair of hard leather boots of Stealth [3,+9] (+3)
   It increases your stealth by 3.  
   


  [Character Equipment -- Quiver]

n) 21 bolts (1d5) (+3,+2)
     
   
o) 2 arrows of Acid (1d4) (+9,+9)
     It is branded with acid.  It cannot be harmed by acid.  
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 161.4 against acid-vulnerable creatures, and 
   53.8 against other monsters.  Your chance of scoring a critical shot
   shooting this ammo from your current launcher is 1 in 17.
   
p) 19 arrows (1d4) (+0,+1)
     
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 32.8.  Your chance of scoring a critical shot
   shooting this ammo from your current launcher is 1 in 20.
   


  [Character Inventory]

a) 2 Books of Chance Magic [Tourism & Travel]
     
   
b) 2 Books of Chance Magic [Tricks & Detections]
     
   
c) 2 Books of Chance Magic [Quick Getaways]
     It cannot be harmed by the elements.  
   
d) a Yellow Speckled Potion of See Invisible
     
   
e) 11 Burgundy Potions of Cure Critical Wounds
     
   
f) 5 Scrolls titled "unus ea pras" of Phase Door
     
   
g) 7 Scrolls titled "eariatum ingon" of Teleportation
     
   
h) 13 Scrolls titled "no elo" of Identify
     
   
i) a Scroll titled "neleargo mio" of Light
     
   
j) 13 Scrolls titled "pro matas" of Magic Mapping
     
   
k) a Nickel-Plated Rod of Recall {!!}
     It cannot be harmed by lightning.  
   
l) a White Gold Rod of Light (charging) {!!}
     
   
m) a Copper-Plated Rod of Polymorph
     
   
n) 3 Bronze-Plated Rods of Fire Bolts {!! @z1}
     
   
o) 3 Minotaur Horn Wands of Teleport Other (11 charges)
     
   
p) a Roc Talon Wand of Lightning Bolts (7 charges)
     
   
q) a Mahogany Staff of Starlight (1d5) (+0,+0) (3 charges)
     
   
   With this weapon, you would currently get 1 blow per round.
   
   Each blow will do an average damage of 17.2.  Your chance of scoring
   a critical hit with this weapon is 1 in 28.
   
r) an Applewood Staff of Speed (1d5) (+0,+0) (4 charges)
     
   
   With this weapon, you would currently get 1 blow per round.
   
   Each blow will do an average damage of 17.2.  Your chance of scoring
   a critical hit with this weapon is 1 in 28.
   


  [Home Inventory]

a) a Book of Chance Magic [Minor Charms for Vacationers]
     
   
b) 5 Bubbling Potions of Resist Heat
     
   
c) 13 Oily Yellow Potions of Cure Serious Wounds
     
   
d) 43 Burgundy Potions of Cure Critical Wounds
     
   
e) a Smoky Potion of Restore Mana
     
   
f) a Pink Potion of Restore Life Levels
     
   
g) a Scroll titled "ir osto" of *Identify*
     
   
h) a Scroll titled "thelius narad" of Remove Curse
     
   
i) 24 Scrolls titled "pro matas" of Magic Mapping
     
   
j) a Mithril Rod of Frost Bolts {!! @z2}
     
   
k) a Hickory Staff of Teleportation (1d5) (+2,+3) (1 charge)
     
   
   With this weapon, you would currently get 1 blow per round.
   
   Each blow will do an average damage of 20.2.  Your chance of scoring
   a critical hit with this weapon is 1 in 27.
   
l) a Gnarled Staff of Identify (1d5) (+0,+0) (11 charges)
     
   
   With this weapon, you would currently get 1 blow per round.
   
   Each blow will do an average damage of 17.2.  Your chance of scoring
   a critical hit with this weapon is 1 in 28.
   
m) a Hemlock Staff of Mapping (1d5) (+7,+5) (8 charges)
     
   
   With this weapon, you would currently get 1 blow per round.
   
   Each blow will do an average damage of 22.2.  Your chance of scoring
   a critical hit with this weapon is 1 in 22.
   
n) a Redwood Staff of Sleep Monsters (1d5) (+0,+0) (5 charges)
     
   
   With this weapon, you would currently get 1 blow per round.
   
   Each blow will do an average damage of 17.2.  Your chance of scoring
   a critical hit with this weapon is 1 in 28.
   
o) a Spruce Staff of Slow Monsters (1d5) (+0,+0) (6 charges)
     
   
   With this weapon, you would currently get 1 blow per round.
   
   Each blow will do an average damage of 17.2.  Your chance of scoring
   a critical hit with this weapon is 1 in 28.
   
p) an Applewood Staff of Speed (1d5) (+0,+0) (4 charges)
     
   
   With this weapon, you would currently get 1 blow per round.
   
   Each blow will do an average damage of 17.2.  Your chance of scoring
   a critical hit with this weapon is 1 in 28.
   
q) an Applewood Staff of Speed (1d5) (-2,-7) (2 charges) {cursed}
     It is cursed.  
   
   With this weapon, you would currently get 1 blow per round.
   
   Each blow will do an average damage of 10.2.  Your chance of scoring
   a critical hit with this weapon is 1 in 30.
   
r) a pair of soft leather boots of Stability [2,+13]
     It provides resistance to nexus.  It makes you fall like a feather.
   
   
s) a dagger of Lightning (1d4) (+17,+12)
     It is branded with lightning.  It provides resistance to 
   electricity.  It is better for throwing than most melee weapons.  It
   cannot be harmed by lightning.  
   
   With this weapon, you would currently get 1 blow per round.  You can
   throw 2 of these weapons in one turn.
   
   Each blow will do an average damage of 33 against
   electricity-vulnerable creatures, and 27 against other monsters.  
   This weapon can be thrown for an average damage of 52.2 against
   electricity-vulnerable creatures, and 17.4 against other monsters. 
   Your chance of scoring a critical hit with this weapon is 1 in 19
   (less when thrown).
   
t) The two-handed sword of Andenegni (3d6) (+16,+14) (+2)
   It increases your intelligence by 2.    It is especially deadly
   against dragons.  It is branded with fire.  It provides resistance
   to fire and chaos.  It sustains your dexterity.  It cannot be harmed
   by the elements.  
   
   With this weapon, you would currently get 1 blow per round.
   
   Each blow will do an average damage of 71 against fire-vulnerable
   creatures, 101 against dragons, and 41 against other monsters.  Your
   chance of scoring a critical hit with this weapon is 1 in 10.
   
u) The javelin of Eolinos (4d7) (+7,+8) (charging)
     It slays orcs, trolls, giants, and demons, and is especially
   deadly against dragons and undead.  It increases likelihood of
   critical hits, is balanced for throwing and can't be used for melee, 
   and (usually) returns to your hand when thrown.  It activates for 
   banishment every 500 turns.  It cannot be harmed by the elements.  
   
   This weapon can be thrown for an average damage of 100.8 against
   orcs, 100.8 against trolls, 100.8 against giants, 100.8 against
   demons, 168 against dragons, 168 against undead, and 33.6 against
   other monsters.  Your chance of scoring a critical hit when throwing
   this weapon is 1 in 10.
   
v) a broad axe of Westernesse (2d6) (+10,+14) (+2 to alertness)
   It increases your strength, dexterity, and constitution by 2.    It
   increases your alertnessby 10.  It slays orcs, trolls, and giants.  
   It grants you immunity to paralysis.  
   
   With this weapon, you would currently get 1 blow per round.
   
   Each blow will do an average damage of 62.9 against orcs, 62.9
   against trolls, 62.9 against giants, and 38.3 against other monsters. 
   Your chance of scoring a critical hit with this weapon is 1 in 12.
   
w) a sling of Power (ML2) (+9,+19)
     
   
   A launcher with an multiplier level (ML) of 2 actually multiplies
   damage by x1.75
   Examine ammo to see average damage.
   
x) a heavy crossbow (ML4) (+4,+7)
     
   
   A launcher with an multiplier level (ML) of 4 actually multiplies
   damage by x3.5
   Examine ammo to see average damage.
   
y) 24 bolts of Slay Demon (1d5) (+8,+8)
     It slays demons.  
   
z) 22 bolts (1d5) (+8,+6)
     
   
{) 25 bolts (1d5) (+3,+2)
     
   
|) 27 iron shots (1d4) (+4,+4)
     
   


  [Options]

Adult: Maximize effect of race/class bonuses : no  (adult_maximize)
Adult: Randomize some of the artifacts (beta): yes (adult_randarts)
A: Randomize randart names (if randarts is on): yes (adult_randnames)
Adult: Auto-scum for good levels             : no  (adult_autoscum)
Adult: Restrict the use of stairs/recall     : no  (adult_ironman)
Adult: Restrict the use of stores/home       : no  (adult_no_stores)
Adult: Restrict creation of artifacts        : no  (adult_no_artifacts)
Adult: Don't stack objects on the floor      : no  (adult_no_stacking)
Adult: Preserve artifacts when leaving level : no  (adult_no_preserve)
Adult: Don't generate connected stairs       : yes (adult_no_stairs)
Adult: Enable selling to shops               : no  (adult_cansell)
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 29.12.2009 20:57
Last updated on 20.3.2010 16:18

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13543. on the Ladder (of 18945)
43. on the DaJAngband Ladder (of 100)
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On 29.12.2009 21:02 buzzkill wrote:
CL14 DL11 140312 turns. Off to a slow start. Had a cursed weapon for a while, then, once rid of it, had a nexus stat scramble. Now no phase, teleport, enchant or restore in town. Playing this rogue as an archer/thief so far. No significant finds so far.

On 30.12.2009 03:27 buzzkill wrote:
CL17 DL16 204207 turns. I used my staff of slow monsters, and a bunch of consumables to clear an orc pit about DL15. It seemed to me that monsters in Daj can be slowed multiple times, making them very slow. I'm not sure if that's a feature or a bug. There wasn't much to buy in town, so I picked up a bunch of enchant weapon. Still no ego, brand, or artifact.

On 31.12.2009 00:58 PowerDiver wrote:
The scary counterpoint is that multiple hastes are also cumulative. That's in V, but I assume DaJ inherited it.

On 31.12.2009 19:13 buzzkill wrote:
CL18 DL21 225625 turns. Still no equipment finds. Bouncing between levels now, not necessarily trying to get deeper, just avoiding boring levels.

On 12.1.2010 05:03 buzzkill wrote:
CL19 DL23 251519 turns. Back to this character after a short break. Picked up the the arrows of acid (+9,+9) in town (500 GP ea.), sweet! I plan on picking off uniques with them, hopefully improving my kit.

On 13.1.2010 01:16 buzzkill wrote:
Recall to DL24. Superb feeling. Magic mapping reveals a vault. Detect treasure reveals the Phial, along with other goodies. The Phial was reason enough for me to explore it though, as I was still using a torch and scrolls of light. I made my way toward the vault and began to pick off many of the lesser guardians that came out to greet me, mostly rothes and cave bears. As I enter the vault, just a few turns from beginning to pick up my treasure, 'it' (Mim?) gestures at my feet and I rise through the ceiling. Doh!

On 14.1.2010 02:13 buzzkill wrote:
CL23 DL35 315878 turns. I finally found a ring of FA, and oddly enough, the broad axe of westernesse in the same room, which oddly enough replaced my enchanted broad axe. I'm finding just enough stuff to keep me moving on down. First it was the stack of TL's (BM), then the arrows of acid, and most recently, potions of speed (BM), and the (found) wand of TO, and of course, the (found) westernesse. The amulet of sustenance is nice. It seems like I should have a second blow by now.

On 15.1.2010 04:51 buzzkill wrote:
CL26 DL41 361189 turns. Finally artifacts! Recalled and enlightened a superb DL40 to find two small vaults. Nothing too tough to handle and I had plenty of TO. Unfortunately, I had no SI and spent most of my time fleeing from a dread. I did manage to invade 1/2 of one of the vaults before falling through a trap door. The enlightenment discovered 'open pits' which I mistook for traps, and made the poor assumption that enlightenment also detected traps. The Javelin of Eolinosis a great throwing weapon, and the Sword of Andenegni is superior to the westernesse and activates for banishment, but it lacks FA.

On 20.3.2010 13:08 buzzkill wrote:
CL27 DL50 404007 turns. I dropped 9 levels fairly quickly. The RNG was giving me no reason to explore them. I ran out of ID on 48, so I zapped recall than headed down the stairs while I waited. Didn't detect anything but the down staircase so I dropped down to 50. Magic mapping and detect treasure revealed 2 X-shaped (minor) vaults, containing good stuff. The most useful of which, at first glance, would have been the Phial, and a Book of Rogues Buffs. Nothing too tough inside, and I had plenty of TO, but wait, I'd already zapped my rod of recall and it wasn't likely to be recharged in time to cancel itself and I had no scrolls either. So, I used my staff of speed, ate my unlucky munchkin, and charged at the nearest vault, using my wands, rods and axe to clear the way. Just as I reached the vault entrance, recall dragged my back to town.

I got an odd message, one I never received before. Upon detecting treasure, it said something like "You detect treasure, but your greed causes you to forget the objects". A subsequent detect did reveal objects. I'm assuming this has something to do with luck rather than greed.

On 20.3.2010 16:30 buzzkill wrote:
I didn't know that great hell wyrms could move through walls (or are really fast). They came from a nearby pit, but it should have taken them much longer to get to me through the winding passages. It was a 'haunted castle' themed level and I thought some invisible undead (no SI) messing with me. By the time I saw the wyrms, it was too late. The activation bug really cost me. Banishment would have come in handy. That's why I was so excited seeing the Phial in my last post. Time to upgrade to 1.2.

On 20.3.2010 22:29 will_asher wrote:
That's also why I don't bother with rods of recall. I stick to scrolls because I want to be able to cancel, just in case.

Great hell wyrms don't teleport or move through walls and they're speed is +10. Were they doing something they shouldn't? (besides breathing on you..)

On 21.3.2010 02:56 buzzkill wrote:
I doubt is buggy, but I couldn't say for sure. Maybe they teleported toward me, or maybe they came from somewhere else. Maybe something summoned them. I was hindered by a small light radius and no see invisible.

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