The Angband Ladder: Lucky, Dunadan Warrior by Dragonboneman

  [Angband 3.0.6 Character Dump]

 Name   Lucky                                    Self  RB  CB  EB   Best
 Sex    Male              Age        64   STR! 18/100  +1  +5 +22 18/380
 Race   Dunadan           Height     86   INT! 18/100  +2  -2  +8 18/180
 Class  Warrior           Weight    180   WIS! 18/100  +2  -2 +13 18/230
 Title  ***WINNER***      Status     31   DEX! 18/100  +2  +2 +10 18/240
 HP     946/1078          Maximize    Y   CON! 18/100  +3  +2 +12 18/270
 SP     0/0               Preserve    Y   CHR! 18/100  +2  -1 +15 18/260

 Level           50       Armor    [52,+135]     Saving Throw     Heroic
 Cur Exp   18831215       Fight    (+86,+55)     Stealth       Excellent
 Max Exp   18831215       Melee    (+98,+71)     Fighting      Legendary
 Adv Exp   ********       Shoot    (+98,+15)     Shooting      Legendary
 MaxDepth   5000 ft       Blows       6/turn     Disarming        Superb
 Gold       5126136       Shots       2/turn     Magic Device     Superb
 Burden   167.3 lbs                              Perception         Fair
 Speed          +20       Infra        20 ft     Searching          Fair

 You are one of several children of a Yeoman.  You are a credit to the
 family.  You have brown eyes, straight black hair, and an average
 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:.+...........


  [Character Equipment]

a) The Bastard Sword of Eowyn (4d4) (+12,+16) (+4 to stealth)
   It increases your strength and charisma by 4.  It increases your 
   stealth and speed by 4.  It slays animals, giants, and all evil
   creatures, and is especially deadly against undead.  It provides
   resistance to cold, fear, dark, and nether.  It cannot be harmed by the
   elements.  
b) The Short Bow of Amras (x2) (+12,+15) (+1 to speed)
   It increases your intelligence, wisdom, and dexterity by 1.  It
   increases your speed, shooting speed, and shooting power by 1.  It
   provides resistance to lightning, fire, and cold.  It slows your
   metabolism.  It cannot be harmed by the elements.  
c) 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.  
d) 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.  
e) The Elfstone 'Elessar' (+7,+7) [+10] (+2) (charging)
   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 Mithril Plate Mail of Celeborn (-3) [35,+25] (+4) (charging)
   It increases your strength and charisma by 4.  It provides resistance
   to acid, lightning, fire, cold, dark, and disenchantment.  It activates
   for banishment every 500 turns.  It cannot be harmed by the elements.  
h) a Shadow Cloak of Protection [6,+15] {!*}
   It provides resistance to shards.  It cannot be harmed by the elements.
   
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 Golden Crown of Gondor [0,+15] (+3) (charging)
   It increases your strength, wisdom, and constitution by 3.  It
   increases your speed by 3.  It provides resistance to fire, cold, light,
   blindness, confusion, sound, and chaos.  It lights the dungeon around
   you and speeds your regeneration.  It grants you the ability to see
   invisible things.  It activates for heal (500) every 250 turns.  It
   cannot be harmed by the elements.  
k) The Set of Cesti of Fingolfin (+10,+10) [5,+20] (+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) (charging)
   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) 13 Grey Mushrooms of Restoring
b) 5 Rations of Food
c) 20 Metallic Red Potions of Speed
d) 6 Violet Speckled Potions of Berserk Strength
e) 10 Purple Speckled Potions of Healing
f) 5 Red Potions of *Healing* {10% off}
g) 7 Dark Green Potions of Life
h) 3 Scrolls titled "flitankh ypnin" of Teleportation
i) 4 Scrolls titled "eep ip rolklis" of Teleport Level
j) 7 Scrolls titled "therwerg ox" of *Identify*
k) 4 Scrolls titled "satsta rhov" of Rune of Protection
l) 10 Scrolls titled "rogip agnej" of *Destruction*
m) 9 Scrolls titled "micbek yp" of Banishment
n) 5 Scrolls titled "nissol re" of Mass Banishment
o) a Tin-Plated Rod of Perception {!k}
   It cannot be harmed by electricity.  
p) 3 Magnesium Rods of Recall {!*}
   It cannot be harmed by electricity.  
q) a Molybdenum Rod of Illumination
r) 10 Copper-Plated Rods of Teleport Other (4 charging) {!k}
s) 2 Redwood Staffs of Teleportation (0 charges)
t) 11 Seeker Arrows of Slay Undead (4d4) (+12,+14) {=g}
   It slays undead.  
u) 22 Seeker Arrows of Frost (4d4) (+8,+16) {=g}
   It is branded with frost.  It cannot be harmed by cold.  
v) 5 Seeker Arrows of Slay Demon (4d4) (+10,+10) {=g}
   It slays demons.  


  [Home Inventory]

a) a Turquoise Ring of Speed (+12)
   It increases your speed by 12.  
b) 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.  
c) The Necklace of the Dwarves (+3)
   It increases your strength and constitution by 3.  It increases your 
   infravision by 3.  It provides resistance to fear.  It lights the
   dungeon around you and speeds your regeneration.  It grants you 
   immunity to paralysis and the ability to see invisible things.  It
   cannot be harmed by the elements.  
d) 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.  
e) 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.  
f) The Mithril Chain Mail 'Belegennon' (-1) [28,+20] (+4)
   It increases your stealth by 4.  It provides resistance to acid, 
   lightning, fire, cold, and poison.  It activates for phase door every 2
   turns.  It cannot be harmed by the elements.  
g) a Cloak of the Magi [1,+14] (+2) {ESP}
   It increases your intelligence by 2.  It increases your stealth by 2.  
   It sustains your intelligence.  It grants you the power of telepathy.  
   It cannot be harmed by acid.  
h) a Shield of Deflection of Preservation [10,+38]
   It provides resistance to fear, disenchantment, and life draining.  It
   sustains your strength, dexterity, and constitution.  It cannot be
   harmed by the elements.  
i) 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.  
j) The Hard Leather Cap of Thranduil [2,+10] (+2)
   It increases your intelligence and wisdom by 2.  It provides resistance
   to blindness.  It grants you the power of telepathy.  It cannot be
   harmed by the elements.  
k) The Small Sword 'Sting' (1d6) (+7,+8) (+2)
   It increases your strength, dexterity, and constitution by 2.  It
   increases your speed and attack speed by 2.  It slays animals, orcs, 
   undead, and all evil creatures.  It provides resistance to fear and 
   light.  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.  
l) The Bastard Sword 'Calris' (5d4) (-11,+20) (+5) {cursed}
   It increases your constitution by 5.  It slays trolls, demons, and all
   evil creatures, and is especially deadly against dragons.  It provides
   resistance to disenchantment.  It aggravates creatures around you and 
   is heavily cursed.  It cannot be harmed by the elements.  
m) The Two-Handed Sword 'Zarcuthra' (4d6) (+19,+21) (+4)
   It increases your strength and charisma by 4.  It increases your 
   infravision by 4.  It slays animals, orcs, trolls, giants, demons, 
   undead, and all evil creatures, and is especially deadly against 
   dragons.  It is branded with fire.  It provides resistance to fire and 
   chaos.  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.  
n) The Blade of Chaos 'Doomcaller' (6d5) (+18,+28) [-50]
   It slays animals, trolls, demons, and all evil creatures, and is
   especially deadly against dragons.  It is branded with frost.  It
   provides resistance to acid, lightning, fire, cold, and chaos.  It
   grants you immunity to paralysis, the power of telepathy, and the
   ability to see invisible things, but it also aggravates creatures
   around you.  It cannot be harmed by the elements.  
o) The Beaked Axe of Hurin (3d6) (+12,+15) (+2)
   It increases your strength and constitution by 2.  It slays trolls and 
   dragons, and is especially deadly against demons.  It is branded with 
   acid.  It provides resistance to acid, fire, and dark.  It lights the
   dungeon around you.  It activates for berserk rage (50+d50 turns) every
   80+d80 turns.  It cannot be harmed by the elements.  
p) The Glaive of Pain (9d6) (+0,+30)
   It provides resistance to fear.  It cannot be harmed by the elements.  
q) The Lance of Eorlingas (3d8) (+13,+21) (+2)
   It increases your strength and dexterity by 2.  It increases your speed
   by 2.  It slays orcs, trolls, and all evil creatures.  It provides
   resistance to fear.  It grants you the ability to see invisible things.
   It cannot be harmed by the elements.  
r) The Mace 'Taratol' (3d4) (+12,+12)
   It is especially deadly against dragons.  It is branded with 
   electricity.  It provides immunity to lightning.  It activates for 
   haste self (20+d20 turns) every 100+d100 turns.  It cannot be harmed by
   the elements.  
s) The Two-Handed Flail 'Thunderfist' (4d6) (+5,+18) (+4)
   It increases your strength and constitution by 4.  It cannot be harmed
   by the elements.  It might have hidden powers.
t) The Dwarven Pick of Erebor (3d4) (+5,+20) (+5)
   It increases your strength and constitution by 5.  It increases your 
   tunneling by 5.  It cannot be harmed by the elements.  It might have
   hidden powers.


  [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 21.10.2006 10:03
Last updated on 13.11.2006 19:17

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2013. on the Ladder (of 19092)
375. on the Angband Ladder (of 6562)
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Comments

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On 21.10.2006 10:05 Dragonboneman wrote:
Kelek's at 650'?! Of course, I would have to be a warrior...

On 29.10.2006 16:13 Dragonboneman wrote:
Coming along nicely so far. Statgain is almost completed, so I'm going a little deeper.

On 29.10.2006 21:12 Dragonboneman wrote:
Statgain complete!
I really want a hat that gives ESP.
Currently scared of Time
hounds and Death drakes.

On 1.11.2006 13:13 Dragonboneman wrote:
Clvl 40. Still parked at 2700', looking for a source of nether resist.

On 2.11.2006 20:11 Dragonboneman wrote:
Even though RNether has not turned up I realised I could probably take Saruman if I used my ESP amulet to hunt him down and swapped to my Weaponmastery amulet to engage him in melee, I dove to 3000' and there he was. The fight was easy enough and this dump shows his drop, which included Thranduil, Amrod and Nimoth so I have some equipment headaches now...

On 2.11.2006 21:47 Paffa wrote:
This depends on game style but I'd change the xbow for Amrod which gives +2 CON so you could take the Con ring off.

On 3.11.2006 00:09 Dragonboneman wrote:
Well, I don't shoot things too often so being able to trade the CON ring for something providing additional melee damage would probably be worthwhile.
Otherwise I'm leaning towards not changing my kit too much right now.

On 3.11.2006 00:28 Dragonboneman wrote:
I have noticed that wearing Barahir instead of the Con ring allows max blows with Gurthang while wearing Isildur.

On 3.11.2006 14:20 Dragonboneman wrote:
CL 45. Just killed Uriel - swapped in Azaghal and just kept poking him with it. Nothing interesting in his drop though. I think I'll have to hold this depth for a while as the next unique is Azriel and I still don't have RNether. Given the frights I've had from Druuj I really don't want to mess with him right now.

On 4.11.2006 01:00 Mat wrote:
What do you mean with: "the next unique is Azriel"? Are you doing some kind of kill all uniques on first sight or what would be the reason to just not attack Azriel should you meet him?

On 4.11.2006 11:37 Dragonboneman wrote:
What I meant by that is that I tend to view the "known uniques" list as a rule of thumb reference as to which depth I should be at, and therefore kill them in approximate sequence.

On 4.11.2006 13:51 Paffa wrote:
why 8 rods of recall?

Also I'd recommend diving to 3500' and stick there long enough to find Narya. You can always teleport away nasties, and with that kit you should already be able to kill Great Wyrms.

+2 to speed would be great improvement, now +20 monsters get a double turn against you even when hasted.

On 4.11.2006 14:21 Dragonboneman wrote:
The eight rods of recall is merely my not bothering to get rid of any. I've sold most of them since this update. Thanks for the advice re depth - I will follow it.

On 8.11.2006 17:35 Dragonboneman wrote:
More proof the RNG has a sense of humour (as if it were needed):
Bought a Scroll of Acquirement from the Black Market for around 270,000 AU before recalling into a roomful of Fire Hounds which promptly breathed on the scroll and destroyed it.

On 8.11.2006 20:27 Dragonboneman wrote:
Just hit CL 50.

On 8.11.2006 21:56 Mat wrote:
You're looking good. That preservation shield has the biggest +def I've ever seen in Vanilla

I suggest switching in the ESP cloak and Hurin, as well as a big damage or slaying ring for Tulkas. You'll loose resShards but damage will increase quite a lot.

now:
6*(2d6+47) =324
with hurin and +12 dam ring:
6*(3d6+ ~64) = 447
Against non-Acid-resistant:
6*(9d6+ ~64) = 573, and most of the intresting targets don't resist acid

On 8.11.2006 22:17 Dragonboneman wrote:
Advice noted and appreciated. Thanks.

On 10.11.2006 18:15 Dragonboneman wrote:
More advice needed- latest finds allow me to cover all resistances but at the cost of speed. Which is more important at this depth?

On 10.11.2006 18:39 roblt97@hotmail.com wrote:
Nether is the big problem...right now you'll get hit very hard by big breathers. Consider wearing Dal-i-thalion to cover that, then Tulkas instead of =Slaying and activate for haste every chance you get. That will give you functional 27 Speed. Personally I always feel safe if I'm running at a high speed, even with resistance holes...you just have to detect well. Also, get a better cloak and use Palantir for ESP.

On 10.11.2006 18:44 Dragonboneman wrote:
Thanks Rob!

On 11.11.2006 13:11 Matthias wrote:
I wouldn't wear Tulkas just for the Activation, that's what staves of speed are there for. However the dam and attack bonuses you get from the extra str and dex can compare with your Slaying ring, so for now it might be a good idea. If you really want res nether (for whatever reason...), you should get another speed ring for that slot. +10 base speed is better than +10 activation i guess :)

I disagree on the palantir. For the moment you would trade in 2 speed for aggrevation, and while aggr. can be mostly ignored in V, it is still nice to not have it.


On 11.11.2006 16:26 Dragonboneman wrote:
Thanks Matthias!

On 11.11.2006 20:53 Dragonboneman wrote:
Feanor!

On 11.11.2006 21:02 Dragonboneman wrote:
The boots were dropped by a Great Wyrm of Balance, BTW.

On 12.11.2006 00:28 Dragonboneman wrote:
With my confidence boosted from finding Feanor, I decided to visit Sauron. It was a tough fight, and he summoned a lot of nasties. But I prevailed, by luring him into the tunnels created by his own Black Reavers. I twice had to teleport away to regroup. Now I'm thinking I should mop up some more uniques (just 85 dead so far) and obtain more supplies before going for Big M.

On 12.11.2006 11:29 Paffa wrote:
Your HP isn't maxed. How much more HP would you get from trading Celebor to Isildur? You'd only lose 10 AC and could always carry Celeborn as temporary swap for it's activation.


On 12.11.2006 12:49 Dragonboneman wrote:
The difference is about 70HP. That doesn't seem like a lot to me compared to the convenience of wearing Celeborn for nuking demon pits, but perhaps you disagree?
Oh, this dump is slightly out of date - I am currently wielding Doomcaller. I also have Calris now.
90 uniques dead - Tselakus, Lungorthin, Gothmog, Vecna and the Emperor Quylthug and Morgy himself remain.

On 12.11.2006 12:55 Dragonboneman wrote:
Forgot one unique - Cantoras is also still around somewhere.

On 12.11.2006 12:57 Matthias wrote:
Hehe nice! Keep it up, win the game!

On 12.11.2006 14:44 Dragonboneman wrote:
My first deep warrior, Slasher, has been avenged - Gothmog has paid for his crimes. I was a bit nervous about taking him on as Celeborn was still charging after genociding some novice priests - hey, I was feeling lazy- but it was relatively easy. I didn't even have to escape from him and take a breather, I just used my rods of Teleport Other to disperse his escort and keep his summons under control.
Just Tselakus, Lungorthin, Vecna and the unspellable blob to go before the main event.

On 13.11.2006 02:26 Dragonboneman wrote:
Another kit change. A less damaging weapon, but three immunities, every resist, every sustain, enough speed, max HP and a frankly ludicrous STR.
Vecna is dead now as well.

On 13.11.2006 19:17 Dragonboneman wrote:
Got bored waiting for the final uniques and decided to boot the heck out of Morgoth. The Emperor Quylthug actually helped out by surrounding me with Hounds. Even though I became gorged on potions I just kept swinging away. This dump is from the moment of victory- haven't picked up Morgy's loot yet.

On 13.11.2006 19:24 Dragonboneman wrote:
Turns out Morgy's loot is Glamdring, Angrist, Wormtongue (!), and some other crap as well as his usual artifacts.
Thanks again to everyone who offered their input.
I now have two winners, yay!

On 13.11.2006 21:59 Matthias wrote:
Good job! Congratulations

On 13.11.2006 22:43 Dragonboneman wrote:
Thanks. I notice that the speed shown here (a couple of turns after Morgy died) shows speed +20- haste from Feanor lasted JUST long enough as I never fell below speed 30 despite being gorged. Don't fight Morgoth on a full stomach, kids!

Epilogue: Lucky is now retired after diving to Dlvl 127 and seeing there's nothing really interesting down there. Couldn't be bothered maxing XP or finding all the artifacts. Was fun killing things with Grond though.

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