The Angband Ladder: Urgh II, Half-Orc Warrior by <mmagch@hotmail.com>

  [Angband 3.0.5 Character Dump]

 Name   Urgh II                                  Self  RB  CB  EB   Best
 Sex    Male              Age        15   STR! 18/100  +2  +5  +4 18/210
 Race   Half-Orc          Height     66   INT! 18/100  -1  -2  +8 18/150
 Class  Warrior           Weight    151   WIS! 18/100  +0  -2  +8 18/160
 Title  Lord              Status      1   DEX! 18/100  +0  +2  +4 18/160
 HP     1097/1097         Maximize    Y   CON! 18/100  +1  +2  +7 18/200
 SP     0/0               Preserve    N   CHR! 18/100  -4  -1  +1  18/60

 Level           48       Armor     [30,+81]     Saving Throw     Superb
 Cur Exp    4380941       Fight    (+24,+18)     Stealth            Fair
 Max Exp    4380941       Melee    (+45,+42)     Fighting      Legendary
 Adv Exp    4400000       Shoot    (+33,+13)     Shooting      Legendary
 MaxDepth    Lev 64       Blows       6/turn     Disarming        Superb
 Gold       1661679       Shots       1/turn     Magic Device     Superb
                                                 Perception          Bad
 Burden   143.5 lbs       Infra        30 ft     Searching          Poor

 Your father was an Orc, but it is unacknowledged. You are the adopted
 child of a Serf.  You are a credit to the family.  You have dark brown
 eyes, straight blond 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 Long Sword 'Ringil' (4d5) (+21,+24) (+10 to speed)
   It increases your speed by 10.  It slays trolls, undead, and all evil
   creatures, and is especially deadly against demons.  It is branded with 
   frost.  It provides resistance to cold, fear, and light.  It is blessed
   by the gods, slows your metabolism, lights the dungeon around you, and 
   speeds your regeneration.  It grants you immunity to paralysis and the
   ability to see invisible things.  It activates for frost ball (100)
   every 40 turns.  It cannot be harmed by the elements.  
b) The Light Crossbow 'Cubragol' (x3) (+9,+13) (+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) a Turquoise Ring of Dexterity
d) The Ring of Barahir (+1)
   It increases all your stats by 1.  It increases your stealth by 1.  It
   provides resistance to poison and dark.  It cannot be harmed by the
   elements.  
e) The Jewel 'Evenstar'
   It provides resistance to cold, dark, and life draining.  It sustains
   your intelligence, wisdom, and constitution.  It activates for restore
   life levels every 150 turns.  It cannot be harmed by the elements.  
f) The Star of Elendil
   It lights the dungeon around you.  It grants you the ability to see
   invisible things.  It activates for magic mapping every 50+d50 turns.  
   It cannot be harmed by the elements.  
g) The Augmented Chain Mail of Caspanion (-2) [16,+19] (+3)
   It increases your intelligence, wisdom, and constitution by 3.  It
   provides resistance to acid, poison, and confusion.  It activates for 
   door and trap destruction every 10 turns.  It cannot be harmed by the
   elements.  
h) The Cloak 'Holcolleth' [1,+9] (+2)
   It increases your intelligence and wisdom by 2.  It increases your 
   stealth and speed by 2.  It provides resistance to acid.  It activates
   for sleep II every 55 turns.  It cannot be harmed by the elements.  
i) The Large Leather Shield of Celegorm [4,+15]
   It provides resistance to acid, lightning, fire, cold, light, and dark.
   It cannot be harmed by the elements.  
j) The Hard Leather Cap of Thranduil [2,+7] (+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 Set of Leather Gloves 'Cammithrim' [1,+7]
   It provides resistance to light.  It sustains your constitution.  It 
   lights the dungeon around you.  It grants you immunity to paralysis.  
   It activates for magic missile (2d6) every 2 turns.  It cannot be
   harmed by the elements.  
l) The Pair of Metal Shod Boots of Thror [6,+13] (+3)
   It increases your strength and constitution by 3.  It increases your 
   speed by 3.  It provides resistance to fear.  It cannot be harmed by
   the elements.  


  [Character Inventory]

a) 2 Rations of Food
b) 14 Viscous Pink Potions of Speed
c) 5 Oily Yellow Potions of Healing
d) 2 Orange Potions of *Healing*
e) a Copper Speckled Potion of Life
f) a Silver Speckled Potion of *Enlightenment*
g) 3 Scrolls titled "plebyt niscre" of Identify {@r1}
h) 5 Scrolls titled "conner nin" of *Destruction*
i) 4 Steel-Plated Rods of Trap Location {@z1}
j) 4 Ivory Rods of Door/Stair Location {@z2}
k) 4 Titanium Rods of Recall (1 charging)
   It cannot be harmed by electricity.  
l) 3 Aluminum-Plated Rods of Illumination {@z4}
m) a Lead Rod of Detection
   It cannot be harmed by electricity.  
n) 4 Tin Rods of Disarming {@z3}
o) an Engagement Ring of Speed (+8)
   It increases your speed by 8.  
p) 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.  
q) 12 Bolts (1d5) (+7,+6)
r) 21 Bolts (1d5) (+5,+7)
s) 21 Bolts (1d5) (+4,+6)
t) 20 Seeker Bolts of Frost (4d5) (+14,+7)
   It is branded with frost.  It cannot be harmed by cold.  
u) 32 Mithril Bolts (3d5) (+7,+5)
   It cannot be harmed by acid or fire.  


  [Home Inventory]

a) 8 Scrolls titled "solan od" of *Identify*
b) a Scroll titled "nih monprok" of *Remove Curse*
c) The Amulet of Carlammas (+2)
   It increases your constitution by 2.  It provides resistance to fire.  
   It activates for protection from evil every 225+d225 turns.  It cannot
   be harmed by the elements.  
d) The Amulet of Ingwe (+3)
   It increases your intelligence, wisdom, and charisma by 3.  It
   increases your infravision by 3.  It provides resistance to acid, 
   lightning, and cold.  It grants you immunity to paralysis and the
   ability to see invisible things.  It activates for dispel evil (x5)
   every 50+d50 turns.  It cannot be harmed by the elements.  
e) The Chain Mail of Arvedui (-2) [14,+15] (+2)
   It increases your strength and charisma by 2.  It provides resistance
   to acid, lightning, fire, cold, shards, and nexus.  It cannot be harmed
   by the elements.  
f) 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.  
g) 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.  
h) 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.  
i) The Cloak of Thingol [1,+18] (+3)
   It increases your dexterity and charisma by 3.  It provides resistance
   to acid, fire, and cold.  It grants you immunity to paralysis.  It
   activates for recharge item I every 70 turns.  It cannot be harmed by
   the elements.  
j) The Iron Crown of Beruthiel [0,+20] (-5) {cursed}
   It decreases your strength, dexterity, and constitution by 5.  It
   grants you immunity to paralysis, the power of telepathy, and the
   ability to see invisible things, but it also is heavily cursed.  It
   cannot be harmed by the elements.  
k) The Metal Cap of Thengel [3,+12] (+3)
   It increases your wisdom and charisma by 3.  It provides resistance to 
   confusion.  It cannot be harmed by the elements.  
l) The Iron Helm 'Holhenneth' [5,+10] (+2)
   It increases your intelligence and wisdom by 2.  It increases your 
   searching by 2.  It provides resistance to blindness and confusion.  It
   grants you the ability to see invisible things.  It activates for 
   detection every 55+d55 turns.  It cannot be harmed by the elements.  
m) The Iron Helm of Gorlim (+8,+8) [5,+10] (-5) {cursed}
   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 and is heavily cursed.  It cannot
   be harmed by the elements.  
n) The Rapier 'Forasgil' (1d6) (+12,+19)
   It slays animals.  It is branded with frost.  It provides resistance to 
   cold and light.  It lights the dungeon around you.  It cannot be harmed
   by the elements.  
o) The Broad Sword 'Arunruth' (3d5) (+20,+12) (+4)
   It increases your dexterity by 4.  It slays orcs and demons.  It
   provides resistance to cold.  It slows your metabolism and makes you
   fall like a feather.  It grants you immunity to paralysis.  It
   activates for frost bolt (12d8) every 50 turns.  It cannot be harmed by
   the elements.  
p) The Long Sword 'Anguirel' (2d5) (+8,+12) (+2)
   It increases your strength and constitution by 2.  It increases your 
   speed by 2.  It cannot be harmed by the elements.  It might have hidden
   powers.
q) The Long Sword 'Elvagil' (2d5) (+2,+7) (+2)
   It increases your dexterity and charisma by 2.  It increases your 
   stealth by 2.  It slays orcs and trolls.  It makes you fall like a
   feather.  It grants you the ability to see invisible things.  It cannot
   be harmed by the elements.  
r) The Scimitar 'Haradekket' (2d5) (+9,+11) (+2)
   It increases your dexterity by 2.  It increases your attack speed by 2.
   It slays animals, undead, and all evil creatures.  It grants you the
   ability to see invisible things.  It cannot be harmed by the elements.  
   
s) The Executioner's Sword 'Crisdurian' (4d5) (+18,+19)
   It slays orcs, trolls, giants, dragons, undead, and all evil creatures.
   It grants you the ability to see invisible things.  It cannot be harmed
   by the elements.  
t) 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.  
u) The War Hammer of Aule (9d3) (+19,+21) [+5] (+4)
   It increases your wisdom by 4.  It increases your tunneling by 4.  It
   slays demons, undead, and all evil creatures, and is especially deadly
   against dragons.  It is branded with acid.  It provides resistance to 
   acid, lightning, fire, cold, fear, and nexus.  It grants you immunity
   to paralysis and the ability to see invisible things.  It cannot be
   harmed by the elements.  
v) The Lucerne Hammer 'Turmil' (2d5) (+10,+6) [+8] (+4)
   It increases your wisdom by 4.  It increases your infravision by 4.  It
   slays orcs.  It is branded with frost.  It provides resistance to cold 
   and light.  It lights the dungeon around you and speeds your
   regeneration.  It activates for drain life (90) every 40 turns.  It
   cannot be harmed by the elements.  
w) The Morning Star 'Bloodspike' (2d6) (+8,+22) (+4)
   It increases your strength by 4.  It slays animals, orcs, and trolls.  
   It is branded with poison.  It provides resistance to nexus.  It grants
   you the ability to see invisible things.  It cannot be harmed by the
   elements.  
x) The Short Bow of Amras (x2) (+9,+11) (+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.  


  [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 : no  (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 19.4.2008 03:07
Last updated on 26.4.2008 03:36

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6325. on the Ladder (of 19090)
2713. on the Angband Ladder (of 6561)
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Comments

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On 19.4.2008 03:07 mmagch@hotmail.com wrote:
To Westernesse or to Defend 'er, 'tis the question...

On 19.4.2008 03:14 mmagch@hotmail.com wrote:
Hrm. Looks like Angband botched the file dump somehow, 'cause this is definitely the wrong char.

On 19.4.2008 03:21 mmagch@hotmail.com wrote:
That's better.

On 19.4.2008 18:10 mmagch@hotmail.com wrote:
My lack of rConf/rPois/rBlind is starting to make me nervous. Hoping to find or buy a decent ego-item/artifact or two to cover these resistance holes soon.

On 19.4.2008 19:11 kandrc wrote:
Lose the ring of protection, add a ring of free action, and change to a lighter weapon. You'll get 4 blows per turn with a rapier, and maybe with a spear, but I'm not sure about that. Since your blows depend on str only, dex doesn't matter, and so at your current depth see invis doesn't matter either.

Actually, I didn't notice how high your dex already was. You might be able to get more than 4 blows--I'm not sure--but then dex will start to matter. If it starts to bother you, replace the dam ring with dex or see invis, but the blows are key for now. Other things will come as long as you survive.

On 19.4.2008 19:24 mmagch@hotmail.com wrote:
I'm having a notoriously hard time finding weaponry that isn't absurdly heavy. I don't think I've seen a single light ego-weapon so far. I'll keep it in mind though.

On 19.4.2008 19:28 mmagch@hotmail.com wrote:
In unrelated news, I just lost both 'thancs, Barukkheled, Totila and Thalkettoth (argh!) to a vault at 1250'. Death Quasit + Lesser Balrog = more than I could handle. Sigh.

On 19.4.2008 19:40 kandrc wrote:
Don't worry about ego. Just enchant up to (+9,+9). A shovel of digging is also a good choice, if you get that chance.

A 'thanc would have been nice.

On 19.4.2008 19:47 PowerDiver wrote:
4 blows with dagger means str 18/40 AND dex 18/10. Dex is required for the 4th blow. 18/100 Dex is required for 5th blow.


On 19.4.2008 22:13 mmagch@hotmail.com wrote:
I would like to thank Mim for contributing this particularly sweet little bow. The Defender dagger is better than nothing for now, I guess, and four blows is pretty nice.

On 20.4.2008 19:28 mmagch@hotmail.com wrote:
Had a supremely close call with a pack of gravity hounds (I know, I know), but made it out in one piece thankfully.

On 21.4.2008 00:32 mmagch@hotmail.com wrote:
rConf at long last.

On 21.4.2008 00:58 mmagch@hotmail.com wrote:
Chanced upon a pretty sizable vault at 1850'. Notable nasties include an Ancient Blue Dragon, a Great Hell Wyrm, Uriel, a Dreadlord and Gorlim. I get the distinct idea this is going to end in tears.

On 21.4.2008 01:27 mmagch@hotmail.com wrote:
Teleported away: Saruman, Uriel, Great Hell Wyrm. A few quylthulgs voluntarily removed themselves from the premises. Killed the rest, including one green/bronze/blue/multihued ancient dragon each. Loot so far includes Celegorm, Cammithrim, Caspanion and Thengel.

On 22.4.2008 20:22 mmagch@hotmail.com wrote:
Not having hold life is getting increasingly annoying.

On 23.4.2008 01:30 mmagch@hotmail.com wrote:
Eorlingas is sort of tempting with its +2 speed, but losing three blows compared to my current weapon makes it less so.

On 23.4.2008 20:11 mmagch@hotmail.com wrote:
Awwwwwwwww yeah.

Of course, this also means that a horrible death is very likely imminent. :)

On 25.4.2008 03:29 mmagch@hotmail.com wrote:
Managed to miss Calris on the last level somehow.

On 26.4.2008 03:36 mmagch@hotmail.com wrote:
For having been as much of a pain in the arse to deal with as he was, I'm almost offended that the Mouth of Sauron didn't drop anything worthwhile.

This is also a proper equipment conundrum I've got myself here. I need a dex bonus from _somewhere_ to retain six blows with Ringil, and I can't for the life of me seem to find another source of hold life than the Evenstar...

On 26.4.2008 23:39 estie@gmx.net wrote:
Hold life...I am in the habit of carrying !restore life levels because even with hold life I get drained too much to be without restoration.

Also, most draining undead are excellent XP. So I fight the wraith, and when hes low/fleeing I drink, then finish him off. Sometimes I get hit while I drink, but usually this works well.
And with a stack of !restore life, I dont care much about hold life.


On 27.4.2008 00:01 kandrc wrote:
Hold life's not important, because experience is not that important, but you still don't want to get touched by life drainers, because they often do other nasty things, too. Look at poor Ringil, all disenchanted! Fire usually works well on undead. Cubragol's not a good weapon, from the damage perspective, especially not this disenchanted Cubragol, but it will work well enough, especially with your speed. Don't melee undead, shoot and scoot, or shoot and phase.

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