The Angband Ladder: Molg, Dwarf Paladin by <ferr@thehalf.elf>

  [Angband 3.0.5 Character Dump]

 Name   Molg                                     Self  RB  CB  EB   Best
 Sex    Female            Age        48   STR! 18/100  +2  +3 +12 18/270
 Race   Dwarf             Height     46   INT! 18/100  -3  -3 +11 18/150
 Class  Paladin           Weight    126   WIS! 18/100  +2  +1  +8 18/210
 Title  ***WINNER***      Status      1   DEX! 18/100  -2  +0 +13 18/210
 HP     1122/1122         Maximize    Y   CON! 18/100  +2  +2  +8 18/220
 SP     250/401           Preserve    Y   CHR! 18/100  -3  +2  +9 18/180

 Level           50       Armor    [31,+128]     Saving Throw     Heroic
 Cur Exp   14764732       Fight    (+72,+52)     Stealth            Fair
 Max Exp   14764732       Melee    (+74,+54)     Fighting      Legendary
 Adv Exp   ********       Shoot    (+82,+14)     Shooting      Legendary
 MaxDepth   Lev 100       Blows       5/turn     Disarming        Superb
 Gold      16554949       Shots       1/turn     Magic Device     Heroic
                                                 Perception    Very Good
 Burden   257.1 lbs       Infra        70 ft     Searching     Excellent

 You are one of two children of a Dwarven Thief.  You are the black
 sheep of the family.  You have dark brown eyes, wavy black hair, a one
 foot beard, and a dark complexion.


      abcdefghijkl@       abcdefghijkl@
 Acid:......+.*.+.. Blind:.....+...+..+
 Elec:...*..+...... Confu:......+......
 Fire:.+*.+.+...... Sound:......+.++...
 Cold:......+..+... Shard:.........+...
 Pois:...++........ Nexus:...........+.
 Fear:..+.+.+.+.... Nethr:..+..........
 Lite:.........+... Chaos:.....+..+....
 Dark:.........+... Disen:...+.........

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


  [Last Messages]

> It was a superb hit!
> You hit Morgoth, Lord of Darkness. <2x>
> You have slain Morgoth, Lord of Darkness.
> You feel something roll beneath your feet. <3x>
> A magical staircase appears...
> *** CONGRATULATIONS ***
> You have won the game!
> You may retire (commit suicide) when you are ready.
> The Elder vampire points at you, screaming the word DIE!
> You resist the effects!
> The Emperor wight points at you, incanting terribly!
> You resist the effects!
> You have no more Scrolls titled "nepjo faman" of Mass Banishment (p).
> You feel very good.
> You have 14 Black Potions of Healing (l).


  [Character Equipment]

a) The Two-Handed Sword 'Mormegil' (3d6) (+2,+2) [-10] (-10) {cursed}
   It decreases your speed by 10.  It slays undead, and is especially
   deadly against dragons.  It is branded with poison.  It provides
   resistance to life draining.  It grants you the ability to see
   invisible things, but it also aggravates creatures around you, drains
   experience, and is heavily cursed.  It cannot be harmed by the
   elements.  
b) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10)
   It increases your speed by 10.  It provides resistance to fire.  It
   activates for fire branding of bolts every 999 turns.  It cannot be
   harmed by the elements.  
c) The Ring of Power 'Narya' (+6,+6) (+1)
   It increases all your stats by 1.  It increases your speed by 1.  It
   provides immunity to fire.  It provides resistance to fear and nether.  
   It sustains your strength, wisdom, constitution, and charisma.  It 
   slows your metabolism and speeds your regeneration.  It grants you 
   immunity to paralysis and the ability to see invisible things.  It
   activates for large fire ball (120) every 20+d20 turns.  It cannot be
   harmed by the elements.  
d) The Ring of Power 'Vilya' (+10,+10) (+3)
   It increases all your stats by 3.  It increases your speed by 3.  It
   provides immunity to lightning.  It provides resistance to poison, 
   disenchantment, and life draining.  It sustains your strength, 
   dexterity, and constitution.  It slows your metabolism, makes you fall
   like a feather, and speeds your regeneration.  It grants you immunity
   to paralysis and the ability to see invisible things.  It activates for 
   large lightning ball (250) every 20+d20 turns.  It cannot be harmed by
   the elements.  
e) The Elfstone 'Elessar' (+7,+7) [+10] (+2)
   It increases your strength, wisdom, and charisma by 2.  It increases
   your speed by 2.  It provides resistance to fire, poison, and fear.  It
   activates for heal (500) every 200 turns.  It cannot be harmed by the
   elements.  
f) The Palantir of Westernesse (+2) (charging)
   It increases your intelligence and wisdom by 2.  It increases your 
   searching and infravision by 2.  It provides resistance to blindness 
   and chaos.  It lights the dungeon around you.  It grants you the power
   of telepathy and the ability to see invisible things, but it also 
   aggravates creatures around you and drains experience.  It activates
   for clairvoyance every 50+d50 turns.  It cannot be harmed by the
   elements.  
g) The Metal Brigandine Armour of the Rohirrim [19,+15] (+2)
   It increases your strength and dexterity by 2.  It provides resistance
   to acid, lightning, fire, cold, fear, confusion, and sound.  It cannot
   be harmed by the elements.  
h) a Cloak of the Magi [1,+12] (+2)
   It increases your intelligence by 2.  It increases your stealth by 2.  
   It provides resistance to life draining.  It sustains your intelligence.
   It cannot be harmed by acid.  
i) The Small Metal Shield of Thorin [3,+25] (+4)
   It increases your strength and constitution by 4.  It provides immunity
   to acid.  It provides resistance to fear, sound, and chaos.  It grants
   you immunity to paralysis.  It cannot be harmed by the elements.  
j) The Jewel Encrusted Crown of Numenor [0,+18] (+3)
   It increases your intelligence, dexterity, and charisma by 3.  It
   increases your searching and speed by 3.  It provides resistance to 
   cold, light, dark, blindness, sound, and shards.  It lights the dungeon
   around you.  It grants you immunity to paralysis and the ability to see
   invisible things.  It cannot be harmed by the elements.  
k) The Set of Cesti of Fingolfin (+9,+9) [5,+18] (+4)
   It increases your dexterity by 4.  It provides resistance to acid.  It
   grants you immunity to paralysis.  It activates for a magical arrow
   (150) every 30+d30 turns.  It cannot be harmed by the elements.  
l) The Pair of Hard Leather Boots of Feanor [3,+20] (+15)
   It increases your speed by 15.  It provides resistance to nexus.  It
   activates for haste self (20+d20 turns) every 200 turns.  It cannot be
   harmed by the elements.  


  [Character Inventory]

a) 3 Holy Books of Prayers [Beginners Handbook]
b) 3 Holy Books of Prayers [Words of Wisdom]
c) 3 Holy Books of Prayers [Chants and Blessings]
d) 3 Holy Books of Prayers [Exorcism and Dispelling]
e) 2 Holy Books of Prayers [Ethereal Openings]
   It cannot be harmed by the elements.  
f) 2 Holy Books of Prayers [Godly Insights]
   It cannot be harmed by the elements.  
g) 2 Holy Books of Prayers [Purifications and Healing]
   It cannot be harmed by the elements.  
h) 2 Holy Books of Prayers [Holy Infusions]
   It cannot be harmed by the elements.  
i) 2 Holy Books of Prayers [Wrath of God]
   It cannot be harmed by the elements.  
j) 20 Slimy Mushrooms of Restoring
k) 52 Light Green Potions of Speed
l) 14 Black Potions of Healing
m) 7 Orange Potions of Life
n) 47 Gold Speckled Potions of Restore Mana
o) 47 Puce Potions of Restore Life Levels
p) 3 Brass Rods of Healing
   It cannot be harmed by electricity.  
q) 14 Zinc Rods of Teleport Other (3 charging)
r) a Mithril Ring of Damage (+14)
s) a Garnet Ring of Speed (+14)
   It increases your speed by 14.  
t) The Ring of Power 'Nenya' (+8,+8) (+2)
   It increases all your stats by 2.  It increases your speed by 2.  It
   provides immunity to cold.  It provides resistance to blindness and 
   life draining.  It sustains your intelligence, wisdom, and charisma.  
   It makes you fall like a feather and speeds your regeneration.  It
   grants you immunity to paralysis, the power of telepathy, and the
   ability to see invisible things.  It activates for large frost ball
   (200) every 20+d20 turns.  It cannot be harmed by the elements.  


  [Home Inventory]

a) 15 Violet Speckled Potions of Experience
b) 23 Scrolls titled "paymar wed" of *Identify*
c) 21 Scrolls titled "nephe triyerg" of *Destruction*
d) The Phial of Galadriel
   It lights the dungeon around you.  It activates for illumination every
   10+d10 turns.  It cannot be harmed by the elements.  
e) The Arkenstone of Thrain
   It provides resistance to light, dark, and life draining.  It lights
   the dungeon around you.  It grants you the ability to see invisible
   things.  It activates for detection every 30+d30 turns.  It cannot be
   harmed by the elements.  
f) The Full Plate Armour of Isildur [25,+25] (+1)
   It increases your constitution by 1.  It provides resistance to acid, 
   lightning, fire, cold, confusion, sound, and nexus.  It cannot be
   harmed by the elements.  
g) a Robe of Permanence [2,+38]
   It provides resistance to acid, lightning, fire, cold, shards, and life
   draining.  It sustains all your stats.  It cannot be harmed by the
   elements.  
h) The Leather Scale Mail 'Thalkettoth' (-1) [11,+25] (+3)
   It increases your dexterity by 3.  It increases your speed by 3.  It
   provides resistance to acid and shards.  It cannot be harmed by the
   elements.  
i) The Shadow Cloak of Tuor [6,+12] (+4)
   It increases your dexterity by 4.  It increases your stealth by 4.  It
   provides immunity to acid.  It grants you immunity to paralysis and the
   ability to see invisible things.  It cannot be harmed by the elements.  
   
j) a Shadow Cloak of Protection [6,+24]
   It provides resistance to shards.  It cannot be harmed by the elements.
   
k) The Large Leather Shield of Celegorm [4,+19]
   It provides resistance to acid, lightning, fire, cold, light, and dark.
   It cannot be harmed by the elements.  
l) The Large Metal Shield of Anarion [5,+20]
   It provides resistance to acid, lightning, fire, and cold.  It sustains
   all your stats.  It cannot be harmed by the elements.  
m) an Iron Crown of Lordliness [0,+16] (+3)
   It increases your wisdom and charisma by 3.  It provides resistance to 
   fear.  It sustains your wisdom and charisma.  It grants you the power
   of telepathy.  It cannot be harmed by the elements.  
n) The Iron Helm of Dor-Lomin [5,+20] (+4)
   It increases your strength, dexterity, and constitution by 4.  It
   provides resistance to acid, lightning, fire, cold, and fear.  It 
   lights the dungeon around you.  It grants you the power of telepathy 
   and the ability to see invisible things.  It cannot be harmed by the
   elements.  
o) The Iron Helm of Gorlim (+8,+8) [5,+10] (-5)
   It decreases your intelligence and wisdom by 5.  It decreases your 
   searching by 5.  It provides resistance to fear.  It grants you 
   immunity to paralysis and the ability to see invisible things, but it
   also aggravates creatures around you.  It cannot be harmed by the
   elements.  
p) The Set of Leather Gloves 'Cambeleg' (+7,+6) [1,+14] (+2)
   It increases your strength and constitution by 2.  It grants you 
   immunity to paralysis.  It cannot be harmed by the elements.  


  [Options]

Adult: Allow purchase of stats using points  : yes (adult_point_based)
Adult: Allow specification of minimal stats  : no  (adult_auto_roller)
Adult: Maximize effect of race/class bonuses : yes (adult_maximize)
Adult: Preserve artifacts when leaving level : yes (adult_preserve)
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: Randomize some of the artifacts (beta): no  (adult_rand_artifacts)
Adult: Don't stack objects on the floor      : no  (adult_no_stacking)
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 6.1.2006 09:10
Last updated on 12.1.2006 09:56

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On 6.1.2006 09:10 ferr@thehalf.elf wrote:
Another dwarf paladin. This one will hopefully have a twist at the end. :)

Early survival was greatly helped by a =oFrAct and Forasgil.

Mid-level equipment was a broad sword (HA), two =oCon (+6), "oWis (+3), Fingolfin, Rohirrim, and a helm of telepathy.

When stat-gain was half complete, I did the traditional dive for speed items. Clearing some vaults around 4100ft yielded in quick succession =oSpeed (+7), Cubragol, Vilya, Elessar, and the Arkenstone. To top it off, Maeglin dropped Feanor! The weapon was also upgraded to a BoC of Westernesse, and this was used to kill lots of chaos and ethereal hounds for xp.

I'm currently hunting uniques and stockpiling stuff for the final battle.

On 8.1.2006 03:02 ferr@thehalf.elf wrote:
Killed 29 more uniques including Sauron, and maxed clevel and stats. Also made some minor improvements to kit. Only 23 uniques to go.

On 11.1.2006 06:08 ferr@thehalf.elf wrote:
Found the Palantir and rearranged equipment around it. Of the uniques Farmer Maggot, Ulfang and Morgoth are left.

The twist at the end I mentioned was the intention to kill Morgoth by meleeing with Mormegil. Ironically, that is the one piece of equipment I am having to scum for. When I do find it, I'll swap it in and dive. As for comsumables there should be enough, although I'd be happier with more scrolls of Mass Banishment. Permanent speed is +33, or +23 with Mormegil. Accurate play will be required, but I think Molg is strong enough. Incidentally, I was going to try this with Ferrat VII but half-elf paladins didn't seem strong enough.

One final thing: should I enchant Mormegil to (0,0) and leave it cursed, or should I enchant it to (+10,+10) to give myself the best chance of survival?

On 11.1.2006 12:10 ferr@thehalf.elf wrote:
Found Mormegil soon after making the last dump. The enchant weapon spell took it up to (+2,-5), so I used scrolls of enchant weapon to-dam to take it up to a symmetrical (+2,+2). Luckily it is still cursed. This is a snapshot just before diving. I'm carrying rings for swaps in case I need them. Carrying consumables has taken permanent speed down to +20, but it should still be OK with 70 potions of speed. The result will be posted tomorrow.

On 12.1.2006 09:56 ferr@thehalf.elf wrote:
It was a long battle. I cast prayer etc. and quaffed two potions of speed before diving, and landed three squares from Morgoth. From there it was melee all the way. I topped up on speed potions by intuition more than calculation, and the speed never ran out.

I rationed the banishment scrolls by tolerating the presence of undead. This led to the only real scare when one of them mana bolted me, but luckily Morgoth chose to melee that round. Ulfang was also summoned, so a three turn intermission was taken to kill him.

Consumables used: 17 !Speed, 14 !Healing, 10 !*Healing*, 1 !Life, 3 !RestoreMana, 4 !RLL, 13 ?Banishment, 6 ?MassBanishment. About three rods of Teleport Other were also used.

The ending equipment was rather different from what I planned. The original plan was to use Cubragol, BoS, RoS, Narya, Elessar, the Palantir, Gondor, Thalkettoth, Fingolfin/Cambeleg, Gil-Galad, and cloak of the Magi. Permanent speed would have been about +30 (unencumbered) and to-dam about +50 with fully enchanted Mormegil. I think that ending might actually have been easier. lol

On 12.1.2006 14:36 paffa_89@hotmail.com wrote:
Impressive

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