The Angband Ladder: Werrav, Dunadan Dark-Priest by <maija.toivola@spamisevil-tut.fi>

  [Theme 1.1.3 Character Sheet]

 Name  : Werrav                 Age                 77       STR:     17       
 Sex   : Female                 Height              80       INT:     20       
 Race  : Dunadan                Weight             192       WIS:     21       
 Class : Dark-Priest            Social Class        88       DEX:     18       
 Body  : Player                                              CON:     23       
 God   : Melkor Bauglir                                      CHR:     16       
                                                                               
 + To Melee Hit          32 Level             26    Max Hit Points       230   
 + To Melee Damage       22 Experience     36421    Cur Hit Points       -40   
 + To Ranged Hit         33 Max Exp        36421    Max SP (Mana)         39   
 + To Ranged Damage      10 Exp to Adv.    50000    Cur SP (Mana)         38   
   AC                 19+72 Gold           86859    Piety               7136   
                                                                               
                         (Miscellaneous Abilities)                             
 Fighting    : Legendary[7] Perception  : Bad          Blows/Round:  1         
 Bows/Throw  : Superb       Searching   : Bad          Shots/Round:  1         
 Saving Throw: Good         Disarming   : Bad          Mel.dmg/Rnd:  2d5+22    
 Stealth     : Bad          Magic Device: Fair         Infra-Vision: 20 feet   
                                                       Tactic:       normal    
                                                       Explor:       running   
                         (Character Background)                                
          You are one of several children of a Noble Lord.  You are a          
          well liked child.  You have green eyes, straight brown               
          hair, and an average complexion.                                     
                                                                               


  [Miscellaneous information]

 Joke monsters:        OFF
 Maximize mode:        ON
 Preserve Mode:        ON
 Autoscum:             ON
 Small Levels:         ON
 Arena Levels:         OFF
 Always unusual rooms: OFF
 Persistent Dungeons:  OFF

 Recall Depth:
        Mirkwood: Level 19 (950')
        Barrow-Downs: Level 10 (500')
        Orc Cave: Level 22 (1100')
        The Old Forest: Level 20 (1000')
        The Withered Heath: Level 30 (1500')

 Your body was a Player.
 You have defeated 2887 enemies.
 You saved 18 princesses.
 You found 1 of the relic pieces.

 You started your adventure the 43rd Yavie of the 2890th year of the third age.
 You ended your adventure the 54th Yavie of the 2890th year of the third age.
 Your adventure lasted 11 days.

     Your Attributes:
You are dead, killed by The Sandworm Queen on level 30 of The Withered Heath.
You can feel the danger of evil magic.
You can drive yourself into a berserk frenzy.
Your eyes are sensitive to infrared light.
You can see invisible creatures.
You can breathe without air.
You have free action.
You regenerate quickly.
You can sense the presence of trolls.
You can sense the presence of dragons.
You can sense the presence of giants.
You can sense the presence of evil beings.
You are lucky.
You have a firm hold on your life force.
You are resistant to acid.
You are resistant to lightning.
You are resistant to fire.
You are resistant to cold.
You are resistant to poison.
You are resistant to confusion.
You are resistant to sonic attacks.
You are resistant to disenchantment.
You are resistant to blasts of shards.
You are resistant to nexus attacks.
You are completely fearless.
Your strength is sustained.
Your wisdom is sustained.
Your constitution is sustained.
Your dexterity is sustained.
Your intelligence is affected by your equipment.
Your dexterity is affected by your equipment.
Your constitution is affected by your equipment.
Your stealth is affected by your equipment.
Your searching ability is affected by your equipment.
Your infravision is affected by your equipment.
Your digging ability is affected by your equipment.
Your speed is affected by your equipment.
Your weapon is especially deadly against trolls.
Your weapon is especially deadly against giants.

Skills (points left: 35)
 - Combat                                        25.450 [0.700]
          . Weaponmastery                        31.900 [0.700]
          . Archery                              01.000 [0.000]
 - Sneakiness                                    01.800 [0.900]
          . Stealth                              02.000 [0.400]
          . Disarming                            03.100 [0.900]
 - Magic                                         04.906 [0.900]
          . Magic-Device                         05.700 [1.050]
          . Spell-power                          00.000 [0.800]
          . Udun                                 00.000 [0.400]
          . Necromancy                           31.200 [0.800]
 - Spirituality                                  16.000 [1.000]
          . Prayer                               15.000 [1.400]
 - Monster-lore                                  00.000 [0.500]
          . Corpse-preservation                  01.000 [1.000]

Abilities
 * Perfect casting


  [Fates]

You may meet a Giant black ant on level 20.
You are fated to find a Large Leather Shield on level 38.
You are fated to find a Main Gauche on level 1.


  [Character Equipment]

a) The Main Gauche of Maedhros (2d5) (+12,+15) (+3)
        It increases your intelligence, dexterity and speed by 3.  It is
    especially deadly against trolls.  It is especially deadly against
    giants.  It provides immunity to paralysis.  It provides resistance to 
    life draining.  It allows you to see invisible monsters.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it lying on the floor of a special level.
d) a Long Bow of Accuracy (x3) (+13,+10)
e) a Ring of Invisibility {cursed}
f) a Ring of Protection [+12]
k) The Amulet of Faramir (+18,+0) [+8] (+5)
    It increases your 
    stealth by 5.  It sustains your dexterity.  It provides resistance to 
    confusion.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Golfimbul, the Hill Orc Chief on level 21
    of Orc Cave.
m) The Phial of Galadriel (+4)
    It can be activated for light area (dam 2d15) every 10+d10
    turns if it is being worn. It provides light (radius 3) forever.  It 
    increases your searching and luck by 4.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it lying in a vault on level 29 of The Withered Heath.
n) a Hard Leather Armour of the Maiar (-1 to accuracy) [6,+9]
    It
    grants you the power of berserk if it is being worn.  It sustains your 
    strength.  It provides immunity to paralysis.  It makes you completely
    fearless.  It provides resistance to acid, electricity, fire, cold, 
    poison and disenchantment.  It allows you to sense the presence of 
    trolls, giants and evil beings.  It has been blessed by the gods.  It
    cannot be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
o) an Ethereal Mouse Fur of Protection [1,+18]
    It can be activated for wraith-form
    every 50+d50 turns if it is being worn. It provides immunity to
    paralysis.  It provides resistance to life draining and shards.  It
    allows you to breathe without air.  It allows you to see invisible
    monsters.  It cannot be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
p) a Small Leather Shield [2,+4]
s) a Dwarven Iron Helm [5,-5] (+2 to infravision)
u) The Set of Gauntlets 'Paurhach' [2,+15]
    It can be activated for fire bolt
    (9d8) every 8+d8 turns if it is being worn. It can be used to store a
    spell.  It provides resistance to fire.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it lying on the ground on level 12 of Orc Cave.
x) The Pair of Hard Leather Boots 'Frost' [3,+9]
    It sustains 
    your wisdom and dexterity.  It provides immunity to paralysis.  It
    provides resistance to electricity, sound, shards, nexus and 
    disenchantment.  It cannot be harmed by acid, cold, lightning or fire.
    
    It was given to you as a reward.
z) (nothing)
{) (nothing)
|) a Shovel (+1)
    It increases your ability to tunnel by 
    1.  


  [Character Inventory]

a) 9 Rations of Cram
    
b) 4 Lembases
c) 6 Flasks of oil
    
d) 2 Potions of Speed
e) a Potion of Resist Heat
f) 9 Potions of Cure Critical Wounds
    
g) a Potion of Healing
h) a Potion of Enlightenment
i) 2 Potions of Resistance
j) 9 Scrolls of Phase Door
    
k) 8 Scrolls of Teleportation
    
l) 6 Scrolls of Word of Recall
    
m) 10 Scrolls of Identify
    
n) a Scroll of Satisfy Hunger
o) a Silver Rod of Trap Location (100/100)
p) a Rod Tip of Lightning Bolts (30 Mana to cast)
q) a Wand of Dig[1|1] (10 charges)
r) a Wand of Teleport Away[2|20] (5 charges)
s) a Wand of Essence of Speed[1|12] (4 charges)
t) a Staff of Globe of Light[5|16] (9 charges)
u) a Staff of Sterilize[1|24] (5 charges)
v) (nothing)
w) (nothing)


  [Home Inventory - Bree ]

a) The Ultimate Slime Mold
    It can be activated for light area (dam 2d15) every 100 turns.  
    You bought it from the Magic shop.
b) 2 Potions of Cure Serious Insanity
c) The Wand of Digging of Thrain (17 charges)
d) a Ring of Slow Digestion
    It slows your metabolism.  It cannot
    be harmed by acid, cold, lightning or fire.  
    You bought it from the Magic shop.
e) an Amulet of the Serpents [+3] (+5)
    It can be activated for venom
    breathing every 40+d60 turns if it is being worn. It increases your 
    dexterity by 5.  It provides resistance to poison.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You bought it from the Black Market.
f) an Elven Ring Mail (-2 to accuracy) [12,+13] (+3 to stealth)
    It increases your stealth by 3.  
    It provides resistance to acid, electricity, fire, cold and sound.  It
    allows you to sense the presence of orcs.  It cannot be harmed by
    acid, cold, lightning or fire.  
    You found it in the remains of an Uruk Shaman on level 22 of Orc Cave.
g) a Cord Armour of the Maiar [6,+11]
    
    It grants you the power of berserk if it is being worn.  It provides
    immunity to paralysis.  It makes you completely fearless.  It provides
    resistance to acid, electricity, fire, cold and disenchantment.  It
    allows you to sense the presence of trolls, giants and evil beings.  
    It has been blessed by the gods.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of Brodda, the Easterling on level 3 of
    Barrow-Downs.
h) The Leather Scale Mail 'Thalkettoth' (-1) [11,+25] (+3)
    It increases your dexterity and speed by 3.  It makes you
    completely fearless.  It provides resistance to acid and shards.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it lying on the floor of a special level.
i) The Set of Leather Gloves 'Cammithrim' [1,+10]
    It can be activated
    for magic missile (2d6) every 2 turns if it is being worn. It provides
    light (radius 1) forever.  It sustains your constitution.  It provides
    immunity to paralysis.  It provides resistance to light.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it lying on the floor of a special level.
j) a Scimitar of Westernesse (2d5) (+8,+7) (+2)
    It increases your 
    strength, dexterity and constitution by 2.  It is especially deadly
    against orcs.  It is especially deadly against trolls.  It is
    especially deadly against giants.  It provides immunity to paralysis.  
    It makes you completely fearless.  It allows you to see invisible
    monsters.  It allows you to sense the presence of orcs, trolls and 
    giants.  It can resist being shattered by morgul beings.  
    It was given to you as a reward.
k) a Beaked Axe of the Vanyar (2d6) (+15,+7) [+11] (+2 to stealth)
    It must be wielded two-handed.  It 
    increases your intelligence, wisdom and stealth by 2.  It strikes at
    demons with holy wrath.  It strikes at undead with holy wrath.  It
    sustains your intelligence.  It makes you completely fearless.  It
    provides resistance to life draining, electricity, light, dark, 
    blindness and disenchantment.  It allows you to see invisible
    monsters.  It speeds your regenerative powers.  It has been blessed by
    the gods.  It cannot be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
l) a Beaked Axe of Aman (2d6) (+9,+12) [+4] (+3)
    It must be wielded two-handed.  It 
    increases your wisdom by 3.  It strikes at demons with holy wrath.  It
    strikes at undead with holy wrath.  It fights against evil with holy
    fury.  It sustains your charisma.  It makes you completely fearless.  
    It allows you to see invisible monsters.  It allows you to sense the
    presence of evil beings.  It has been blessed by the gods.  
    You found it in the remains of an Elite uruk on level 22 of Orc Cave.
m) The Parchment - Map of Thror


  [Home Inventory - Caras Galadhon ]

a) The Voodoo Doll of Ghan-buri-ghan
    
    It can be activated for light absorption every 80 turns.  
    You found it in the remains of a Black orc on level 18 of Mirkwood.
b) Gandalf's Portable Pandemonium
    It
    can be activated for heal 700 hit points every 100 turns.  
    You found it lying on the ground on level 11 of Mirkwood.
c) a Potion of Cure Serious Insanity
d) a Rod Tip of Probing (50 Mana to cast)
    It cannot be
    harmed by acid, cold, lightning or fire.  
e) a Ring Mail of the Maiar (-2 to accuracy) [12,+7]
    It grants you the power of 
    berserk if it is being worn.  It provides immunity to paralysis.  It
    makes you completely fearless.  It provides resistance to acid, 
    electricity, fire, cold and chaos.  It allows you to sense the
    presence of trolls, giants and evil beings.  It has been blessed by
    the gods.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Grima the Wormtongue, Agent of Saruman on
    level 11 of Mirkwood.
f) The Chain Mail of Arvedui (-2) [14,+15] (+2)
    It increases your strength and charisma by 2.  It
    provides resistance to acid, electricity, fire, cold, light, shards
     and nexus.  It cannot be harmed by acid, cold, lightning or fire.  
    It was given to you as a reward.
g) The Pair of Metal Shod Boots 'Coiond' [6,+8]
    It sustains your constitution.  It
    provides resistance to acid, light and nexus.  It cannot be harmed by
    acid, cold, lightning or fire.  
    It was given to you as a reward.
h) a Cleaver of *Slay Demon* (2d4) (+5,+3) (+2)
i) a Spectral Broad Sword (2d5) (+5,+5) (charging)


  [The Museum Inventory - Caras Galadhon ]

a) The Gem of Rage
    It can be activated for something
    weird every 5 turns.  
    You found it lying on the ground on level 12 of Mirkwood.
b) The Horn of Ages
    It can be
    activated for aggravate.  
    You found it lying on the ground on level 27 of The Withered Heath.



Posted on 7.9.2005 17:28

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166. on the Theme Ladder (of 186)
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On 7.9.2005 17:28 maija.toivola@spamisevil-tut.fi wrote:
Werrav the dark-priest (mostly warrior necromancer in practice) wasn't ready for the Sandworm Queen, it appears.

With a dark-priest the getting started was very difficult since I couldn't hit anything on a consistent basis. Things got better after leveling up and putting points in necromancy, which gave me Horrify. Soon after that I got some really good gear from various shallow princesses and was breezing through the dungeons.

However as I approached stat gain things were getting tough again. I was getting no more than one blow with any weapon and my melee power was becoming unacceptably low even with the auto-casting Curse and all the necromancy tricks. I went to Sandworm Lair where I figured I could find some stat gain potions with relatively little danger. That worked, somewhat, although it was never a cakewalk, but then I made the mistake of trying to kill the Sandworm Queen. Ouch.

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