The Angband Ladder: Krond VI, Half-Orc Warrior by Nomad

  [Angband 3.1.2 (r8d5f723f3e) Character Dump]

 Name   Krond VI                                 Self  RB  CB  EB   Best
 Sex    Male         Age             14   STR! 18/100  +2  +5 +19 18/***
 Race   Half-Orc     Height          66   Int! 18/100  -1  -2 +14 18/210 18/180
 Class  Warrior      Weight         157   WIS! 18/100  +0  -2 +25 18/***
 Title  ***WINNER*** Social       Liked   Dex! 18/100  +0  +2 +12 18/*** 18/210
 HP     1105/1181    Maximize         Y   Con! 18/100  +1  +2 +16 18/*** 18/***
 SP     0/0                               CHR! 18/100  -4  -1 +20 18/***

 Level               50   Armor   [72,+184]     Saving Throw         84%
 Cur Exp       17461496   Fight   (+32,+25)     Stealth           Superb
 Max Exp       17461496   Melee   (+41,+40)     Fighting       Legendary
 Adv Exp       ********   Shoot   (+51,+29)     Shooting       Legendary
 MaxDepth  5000' (L100)   Blows    5.5/turn     Disarming            94%
 Game Turns      682847   Shots      1/turn     Magic Device          60
 Standard Turns  162024   Infra      110 ft     Perception       1 in 41
 Resting Turns    17472   Speed          30     Searching            14%
 Gold           1337533   Burden  244.6 lbs

 Your father was an Orc, but it is unacknowledged. You are the adopted
 child of a Yeoman.  You are the black sheep of the family.  You have
 brown eyes, curly brown hair, and a dark complexion.


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

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


  [Character Equipment]

a) The Lochaber Axe of Berendir (5d8) (+9,+15) [+42] (+4)
     +4 intelligence, constitution.
     Slays evil creatures, orcs, giants, dragons.
     *Slays* demons, undead.
     Provides resistance to lightning, fire.
     Cannot be harmed by acid, electricity, fire, cold.
     Feather Falling.  Grants the ability to see invisible things.  
     
     When activated, it raises your wisdom at the expense of a random a
     ttribute.
     Takes 861 to 1365 turns to recharge at your current speed.
     Your chance of success is 79.4%
     
     Combat info:
     5.5 blows/round.
     Average damage/hit: 94.3 vs. evil creatures, 120.2 vs. orcs, 120.2
     vs. giants, 120.2 vs. dragons, 171.9 vs. demons, 171.9 vs. undead, 
     and 68.4 vs. others.
     
b) The Long Bow of Ezelemmo (x4) (+19,+29) (+1) {cold}
     +1 strength, wisdom, shooting power.
     Provides immunity to cold.
     Provides resistance to fire, shards.
     Cannot be harmed by acid, electricity, fire, cold.
     
c) The Ring 'Baldurunt' (+6)
     +6 strength, wisdom, dexterity, constitution, charisma, speed.
     Provides resistance to fire, shards, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength.
     Prevents paralysis.  Grants telepathy.  Grants the ability to see
     invisible things.  
     
     When activated, it brands bolts with fire, in an unbalanced fashio
     n.
     Takes 861 to 1365 turns to recharge at your current speed.
     Your chance of success is 71.7%
     
d) a Ring of Speed (+12)
     +12 speed.
     
e) The Amulet 'Ezelemmor' (+4)
     +4 wisdom.
     Provides immunity to fire.
     Provides resistance to poison, fear, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains charisma.
     Prevents paralysis.  
     
f) The Palantir 'Oimrath' (+2,+1) (+5) (charging)
     +5 strength, intelligence, charisma, stealth, infravision.
     Provides resistance to cold.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it maps the entire level and detects nearby object
     s, traps, doors, and stairs.
     Takes 214 to 420 turns to recharge at your current speed.
     Your chance of success is 79.4%
     
     Radius 3 light.
g) The Augmented Chain Mail of Huore (-2) [42,+24]
     Provides immunity to acid, fire.
     Provides resistance to poison, shards, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When aimed, it creates a fire bolt with damage 12d8.
     Takes 239 to 264 turns to recharge at your current speed.
     Your chance of success is 83.0%
     
h) The Elven Cloak 'Hanaren' (+2,+1) [6,+37] (+3)
     +3 strength, wisdom, dexterity, constitution, stealth, infravision,
     tunneling, speed.
     Provides resistance to lightning, fire, fear, light, dark, sound, 
     shards, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains wisdom.
     Slows your metabolism.  Feather Falling.  Speeds regeneration.  
     Prevents paralysis.  Grants the ability to see invisible things.  
     
     When activated, it maps the entire level and detects nearby object
     s, traps, doors, and stairs.
     Takes 789 to 1159 turns to recharge at your current speed.
     Your chance of success is 77.2%
     
     Radius 1 light.
i) The Small Metal Shield of Estal [5,+8] (+4)
     +4 strength.
     Provides resistance to acid, lightning, dark, nexus, nether.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains wisdom.
     Slows your metabolism.  Prevents paralysis.  
     
j) The Iron Helm of Telebrien [7,+21] (+2)
     +2 intelligence, wisdom, stealth.
     Provides resistance to lightning, blindness, confusion, nether.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains wisdom.
     Grants telepathy.  
     
     Radius 1 light.
k) The Set of Caestus of Gulmingil (+0,+3) [5,+25] (+3)
     +3 intelligence, dexterity, constitution, tunneling, speed.
     Provides resistance to lightning, fire, light, dark, chaos, 
     disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.  Sustains your life force.  Grants the ability
     to see invisible things.  
     
     When activated, it reveals to you the extent of an item's magical 
     powers.
     Takes 306 to 340 turns to recharge at your current speed.
     Your chance of success is 85.8%
     
l) The Pair of Steel Shod Boots of Antir [7,+12] (+9)
     +9 wisdom, charisma, speed.
     Provides resistance to cold, light.
     Cannot be harmed by acid, electricity, fire, cold.
     


  [Character Quiver]

n) 23 Mithril Arrows of Slay Evil (3d4) (+20,+15)
     Slays evil creatures.
     Cannot be harmed by acid, fire.
     
     Combat info:
     Hits targets up to 140 feet away.
     Average damage/hit: 327.5 vs. evil creatures, and 218.3 vs. others.
     35% chance of breaking upon contact.
     
o) 17 Mithril Arrows of Slay Evil (3d4) (+10,+10)
     Slays evil creatures.
     Cannot be harmed by acid, fire.
     
     Combat info:
     Hits targets up to 140 feet away.
     Average damage/hit: 292.9 vs. evil creatures, and 195.3 vs. others.
     35% chance of breaking upon contact.
     
p) (nothing)
q) (nothing)
r) (nothing)
s) 17 Seeker Arrows of Slay Demon (4d4) (+17,+15) {@f5}
     Slays demons.
     
     Combat info:
     Hits targets up to 140 feet away.
     Average damage/hit: 396.9 vs. demons, and 226.8 vs. others.
     35% chance of breaking upon contact.
     
t) 24 Mithril Arrows of Slay Dragon (3d4) (+13,+13) {@f6}
     Slays dragons.
     Cannot be harmed by acid, fire.
     
     Combat info:
     Hits targets up to 140 feet away.
     Average damage/hit: 363.8 vs. dragons, and 207.9 vs. others.
     35% chance of breaking upon contact.
     
u) 24 Mithril Arrows of Holy Might (3d4) (+17,+14) {@f7}
     Slays evil creatures, undead, demons.
     Cannot be harmed by acid, fire.
     
     Combat info:
     Hits targets up to 140 feet away.
     Average damage/hit: 318.1 vs. evil creatures, 371.2 vs. undead, 
     371.2 vs. demons, and 212.1 vs. others.
     35% chance of breaking upon contact.
     
v) 18 Seeker Arrows of Holy Might (4d4) (+9,+17) {@f8}
     Slays evil creatures, undead, demons.
     Cannot be harmed by acid, fire.
     
     Combat info:
     Hits targets up to 140 feet away.
     Average damage/hit: 352.8 vs. evil creatures, 411.6 vs. undead, 
     411.6 vs. demons, and 235.2 vs. others.
     35% chance of breaking upon contact.
     
w) 18 Seeker Arrows of Holy Might (4d4) (+16,+24) {@f9}
     Slays evil creatures, undead, demons.
     Cannot be harmed by acid, fire.
     
     Combat info:
     Hits targets up to 140 feet away.
     Average damage/hit: 396.9 vs. evil creatures, 463 vs. undead, 463
     vs. demons, and 264.6 vs. others.
     35% chance of breaking upon contact.
     


  [Character Inventory]

a) 43 Potions of Healing {!q}
     
b) 11 Potions of *Healing* {!q}
     
     It can be thrown at creatures with damaging effect.
     
c) 7 Potions of Life {!q}
     It can be thrown at creatures with damaging effect.
     
d) 49 Scrolls of Phase Door
e) 24 Scrolls of Teleportation {!r}
f) 10 Scrolls of Teleport Level {!r}
g) 19 Scrolls of Banishment {!r}
h) 4 Scrolls of Mass Banishment {!r}
i) 11 Scrolls of Protection from Evil
j) 7 Scrolls of Rune of Protection {!r}
k) 6 Scrolls of *Destruction* {!r}
l) 3 Rods of Detection (1 charging) {@1}
     Cannot be harmed by electricity.
     
m) a Rod of Probing
n) 3 Rods of Healing (2 charging)
     Cannot be harmed by electricity.
     
o) a Rod of Restoration
     Cannot be harmed by electricity.
     
p) 10 Rods of Teleport Other (3 charging)
q) a Rod of Recall {!u}
     Cannot be harmed by electricity.
     
r) a Rod of Identify {@0}
     Cannot be harmed by electricity.
     
s) a Rod of Speed (charging)
     Cannot be harmed by electricity.
     


  [Home Inventory]

a) 99 Potions of Cure Critical Wounds
     
b) 61 Potions of Cure Critical Wounds
     
c) 30 Scrolls of Teleport Level {!r}
d) The Ring of Ilmenen (+9)
     +9 wisdom, dexterity, speed.
     Provides resistance to fire, poison.
     Cannot be harmed by acid, electricity, fire, cold.
     
e) The Black Dragon Scale Mail 'Therend' (-2) [16,+23]
     Provides resistance to acid, lightning, confusion, nexus, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.  
     
f) The Gold Dragon Scale Mail of Brahir (+3,+3) [28,+22] (+3)
     +3 wisdom, constitution.
     Provides resistance to lightning, fire, cold, fear, light, dark, 
     blindness, sound, nether, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength.
     
g) The Chain Mail of Doldor (+6,+9) [32,+13] (+3)
     +3 constitution.
     Provides resistance to lightning, poison, light, shards, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When aimed, it polymorphs a monster into another kind of creature.
     Takes 239 to 264 turns to recharge at your current speed.
     Your chance of success is 91.6%
     
h) The Augmented Chain Mail of Nedaldon (-2) [42,+18] (+2)
     +2 wisdom.
     Provides resistance to fear, confusion, sound, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains charisma.
     Prevents paralysis.  Sustains your life force.  
     
i) The Bar Chain Mail of Belydhel (-2) [45,+15] (+2)
     +2 strength, stealth.
     Provides resistance to acid, lightning, fire, cold, poison, fear, 
     light, dark, blindness, nether, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains your life force.  
     
     When activated, it attempts to magically enhance a piece of armour.
     Takes 411 to 504 turns to recharge at your current speed.
     Your chance of success is 89.1%
     
j) The Bar Chain Mail of Carwar (-2) [45,+7] (+1)
     +1 constitution, shooting speed.
     Provides resistance to acid, fear, blindness, shards.
     Cannot be harmed by acid, electricity, fire, cold.
     
k) The Robe of Nestir [2,+21] (+4)
     +4 dexterity, charisma.
     +20% to searching.
     Provides resistance to cold, poison, light, dark, blindness, 
     nether.
     Cannot be harmed by acid, electricity, fire, cold.
     
l) The Leather Scale Mail 'Niryar' (-1) [20,+19] (+1)
     +1 constitution.
     Provides resistance to lightning, dark, blindness, sound, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     
m) The Cloak 'Belendur' [1,+12] (+4)
     +4 dexterity, stealth.
     +20% to searching.
     Provides immunity to fire.
     Provides resistance to poison.
     Cannot be harmed by acid, electricity, fire, cold.
     
n) The Cloak 'Erudenden' [1,+21] (+3)
     +3 charisma, stealth.
     Provides immunity to acid.
     Provides resistance to dark.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When aimed, it creates a fire bolt with damage 9d8.
     Takes 172 to 189 turns to recharge at your current speed.
     Your chance of success is 94.6%
     
     Radius 1 light.
o) The Leather Shield of Elionilin [8,+24] (+4)
     +4 strength, constitution, infravision.
     Provides resistance to dark, confusion.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it grants you protection from evil for 1d25 plus 3 
     times your character level turns.
     Takes 205 to 226 turns to recharge at your current speed.
     Your chance of success is 84.5%
     
p) The Metal Cap 'Orogrod' [3,+16]
     Provides resistance to acid.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.  Grants telepathy.  Grants the ability to see
     invisible things.  
     
q) The Set of Gauntlets of Lionwen (+1,+7) [3,+21] (+3)
     +3 intelligence, stealth, speed.
     Provides resistance to acid, lightning, fire, cold, nether, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.  
     
     When activated, it grants temporary resistance to acid, electricit
     y, fire, cold and poison for 1d20+20 turns.
     Takes 344 to 420 turns to recharge at your current speed.
     Your chance of success is 84.5%
     
     Radius 1 light.
r) The Set of Gauntlets 'Brast' (+1,+4) [3,+16] (+2)
     +2 intelligence, charisma, speed.
     Provides resistance to lightning, cold, poison, dark, nexus, 
     nether.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.  
     
s) The Set of Caestus of Uluth (+8,+11) [5,+25] (+5)
     +5 strength, wisdom, dexterity, charisma.
     Provides resistance to acid, lightning, fire, cold, fear, dark, 
     nether.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains wisdom.
     Speeds regeneration.  Prevents paralysis.  Grants telepathy.  
     
     When aimed, it grants acid resistance for d20+20 turns and creates 
     an acid ball of damage 70.
     Takes 378 to 462 turns to recharge at your current speed.
     Your chance of success is 92.4%
     
t) The Whip of Elair (6d3) (+9,+28) [+27]
     Slays evil creatures, orcs, trolls, giants.
     *Slays* demons.
     Provides immunity to lightning.
     Provides resistance to cold, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     Blessed by the gods.  Prevents paralysis.  
     
     Combat info:
     6.0 blows/round.
     Average damage/hit: 80.7 vs. evil creatures, 93.6 vs. orcs, 93.6
     vs. trolls, 93.6 vs. giants, 119.3 vs. demons, and 67.9 vs. others.
     
     Radius 1 light.


============================================================
                   CHAR.
|   TURN  | DEPTH |LEVEL| EVENT
============================================================

































































































































































































































































  [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    : 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 4.12.2010 22:39
Last updated on 9.12.2010 20:31

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2234. on the Ladder (of 19047)
444. on the Angband Ladder (of 6536)
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Comments

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On 4.12.2010 22:39 Nomad wrote:
Insane start. Free Action, See Invisible, Poison Resist and Tel Other, all found by dlevel 10. Then, Grishnakh goes and drops this monster of a weapon on level 11. Am currently expecting to die a really stupid avoidable death before I make dlevel 20.

On 5.12.2010 03:17 Nomad wrote:
So then I found an amulet of resistance on level 21, and got +9 speed boots from a scroll of acquirement. But I didn't keep those long, because on L28 I found artefact sandals with +10 instead. And a bow with +4 CON and fire immunity.

...I get nervous when the RNG is being this generous. I'm expecting a graveyard, AMHDs and packs of time and gravity hounds at any moment.

On 6.12.2010 16:14 Nomad wrote:
Still surviving. I seem to be collecting artefact bows with immunities - I only need one with cold immunity to complete the set. Mostly using the one with lightning immunity because it has a very handy slay evil, although it still can't compete with my melee weapon. Found a source of ESP too, so if I could just get rConf covered this would be my best kit ever.

On 7.12.2010 01:00 Nomad wrote:
This is not quite the deepest I've been, but definitely my best game ever. Near perfect kit: speed +25, two immunities, and all resistances bar sound. Cleared a graveyard on dlevel 42 without feeling particularly threatened. Onward!

On 7.12.2010 22:39 Nomad wrote:
...Well, if I can't make this my first winner with equipment this good, I'm not sure there's much hope for me at all. Have easily slaughtered a couple of uniques that I've had to run like hell from in my previous games. Onward to the endgame!

On 8.12.2010 23:36 Nomad wrote:
Sauron was a pushover. Met him in an anti-summoning corridor purely by chance, since I was digging a path to a vault entrance when he showed up. Used up two !healing and one !*heal* that I happened to have collected during this dungeon trip, and that was all it needed.

Post-Sauron, took out Gabriel and Uriel. 88 uniques down, but I'd still like to get the liches, Lungorthin and Ancalagon before I try my luck with Morgoth. Guess I'll wander round L99 a bit more...

On 9.12.2010 20:31 Nomad wrote:
Yay! Job done. Morgoth went down pretty easy in the end: hunted down all the uniques bar Quaker and Vecna before the fight, so his summons weren't much of a problem. Went with melee all the way: used up 6 potions of Healing and 6 of *Healing*, and didn't need to escape or banish at all. Now I'm just hunting Vecna round the level to complete the kill list.

On 9.12.2010 20:38 Estie wrote:
Congrats :)

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