The Angband Ladder: Aargh II, Half-Troll Warrior by Slin Slinius

  [Angband 3.1.0 beta Character Dump]

 Sex    Male         Age             29   STR:     15  +4  +5  +4 18/100
 Race   Half-Troll   Height         111   INT:     12  -4  -2  +0      6
 Class  Warrior      Weight         197   WIS:     11  -2  -2  +0      7
 Title  Myrmidon     Social       Known   DEX:     18  -4  +2  +2     18
 HP     -10/310      Maximize         Y   CON:     14  +3  +2  +2  18/30
 SP     0/0                               CHR:     15  -6  -1  +0      8


 Level               28   Armor    [26,+38]     Saving Throw         38%
 Cur Exp          53650   Fight     (+6,+9)     Stealth             Fair
 Max Exp          53650   Melee   (+11,+18)     Fighting       Legendary
 Adv Exp          60000   Shoot    (+12,+2)     Shooting          Heroic
 MaxDepth   1300' (L26)   Blows      2/turn     Disarming            47%
 Turns           518406   Shots      1/turn     Magic Device        Fair
 Gold             19065   Infra       90 ft     Perception       1 in 43
 Burden       153.9 lbs   Speed      Normal     Searching            13%

 Your father was a Cave-Troll Warrior.  You have slime-green eyes,
 mangy sea-weed green hair, and green ulcerous skin.



 Acid:........+.... Confu:.............
 Elec:........+.... Sound:.............
 Fire:........+.... Shard:.............
 Cold:........+.... Nexus:.............
 Pois:............. Nethr:.............
 Fear:............. Chaos:.............
 Lite:............. Disen:........+....
 Dark:............. S.Dig:.............
Blind:............. Feath:...........+.

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


  [Last Messages]

> You are surrounded by a white light.
> You see a Hard Leather Cap [2].
> You have a Hard Leather Cap [2] (s).
> You sense the presence of traps!
> You sense the presence of doors!
> You feel the Hard Leather Cap (s) in your pack is magical...
> You destroy a Hard Leather Cap [2] {magical}.
> You have no more Hard Leather Caps [2] {magical} (s).
> The Basilisk breathes gas.
> You are poisoned!
> The Basilisk breathes gas.
> You are more poisoned!
> Target Selected.
> The Basilisk breathes gas.
> You die.

Killed by a Basilisk.

  [Character Equipment]

a) a Flail of Westernesse (2d6) (+5,+9) (+2)
     +2 strength, dexterity, constitution.
     Prevents paralysis.
     Grants the ability to see invisible things.
     With this weapon, you would currently get 2 blows per round.  Each
     blow will do an average damage of 39 against orcs, 39 against
     trolls, 39 against giants, and 25 against normal creatures.
b) a Heavy Crossbow (x4) (+6,+2)
c) a Ring of Strength (+2)
     +2 strength.
     Sustains strength.
d) a Ring of Protection [+10]
e) an Amulet of Infravision (+2)
     +2 infravision.
f) a Lantern (Everburning)
     Cannot be harmed by fire.
     Radius 2 light.  No fuel required.
g) Metal Scale Mail (-2) [12,+8]
h) (nothing)
i) a Leather Shield of Elvenkind [6,+6] (+3 stealth)
     +3 stealth.
     Provides resistance to acid, lightning, fire, cold, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
j) an Iron Helm of Infravision [5,+5] (+4)
     +4 infravision.
k) a Set of Caestus (+0,+3) [2,+3]
l) a Pair of Leather Sandals of Slow Descent [1,+4]
     Feather Falling.


  [Character Inventory]

a) 13 Rations of Food
b) 4 Potions of Cure Serious Wounds
c) a Potion of Enlightenment
d) 6 Potions of Heroism
e) a Potion of Berserk Strength
f) 18 Scrolls of Phase Door {@r5}
g) a Scroll of Teleportation
h) 11 Scrolls of Identify {@r1}
i) 4 Scrolls of Word of Recall
j) 2 Rods of Door/Stair Location (1 charging) {@z6}
k) a Rod of Trap Location (charging) {@z5 !d !f !s}
l) 2 Rods of Illumination {@z8}
m) a Wand of Frost Bolts (7 charges)
n) a Wand of Polymorph (11 charges)
o) a Wand of Teleport Other (11 charges)
p) a Staff of Mapping (7 charges)
q) a Staff of Curing (6 charges)
r) a Staff of Teleportation (7 charges)
s) a Bolt of Flame (1d5) (+10,+6) {@f2}
     Cannot be harmed by fire.
     Fired from your current missile launcher, this arrow will hit targets
     up to 140 feet away, inflicting an average damage of 132 against
     fire-vulnerable creatures, and 44 against normal creatures.
     25% chance of breaking upon contact.
t) 24 Bolts (1d5) (+5,+3) {@f5}
     Fired from your current missile launcher, this arrow will hit targets
     up to 140 feet away, inflicting an average damage of 32 against
     normal creatures.
     25% chance of breaking upon contact.


  [Home Inventory]

a) 23 Potions of Cure Critical Wounds
     When ingested, it heals you a large amount (1/4 of your wounds, mi
     nimum 30HP), heals cut damage, and cures stunning, poisoning, blin
     dness, and confusion.
     Provides nourishment for about 75 turns under normal conditions.
b) a Potion of Healing
     When ingested, it heals you a really large amount (35% of max HP, 
     minimum 300HP), heals cut damage, and cures stunning, poisoning, b
     lindness, and confusion.
     Provides nourishment for about 100 turns under normal conditions.
c) a Potion of Restore Intelligence
     When ingested, it restores your intelligence.
d) 16 Scrolls of Phase Door {@r5}
     When read, it teleports you randomly up to 10 squares away.
e) 5 Scrolls of Enchant Weapon To-Hit
     When read, it attempts to magically enhance a weapon's to-hit bonu
     s.
f) 6 Scrolls of Enchant Armour
     When read, it attempts to magically enhance a piece of armour.
g) 65 Scrolls of Identify {@r1}
     When read, it reveals to you the extent of an item's magical power
     s.
h) 12 Scrolls of Light {@r8}
     When read, it lights up an area and inflicts 2d8 damage on light-s
     ensitive creatures.
i) 2 Rods of Door/Stair Location {@z6}
     When used, it detects all doors and stairs on the level.
     It takes 70 turns to recharge after use.
j) 3 Rods of Trap Location {@z5 !d !f !s}
     When used, it detects all traps in the surrounding area.
     It takes 50 turns to recharge after use.
k) a Staff of Curing (6 charges)
     When used, it heals cut damage, and cures all stunning, poison, bl
     indness and confusion.
l) 2 Staffs of Light (33 charges)
     When used, it lights up an area and inflicts 2d8 damage on light-s
     ensitive creatures.
m) 2 Staffs of Teleportation (12 charges)
     When used, it teleports you randomly up to 100 squares away.
n) The Pike 'Til-i-arc' (2d5) (+10,+12) [+10] (+2)
     +2 intelligence.
     Provides resistance to fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains intelligence.
     Slows your metabolism.
     
     With this weapon, you would currently get 2 blows per round.  Each
     blow will do an average damage of 38 against trolls, 38 against
     giants, 38 against demons, 38 against fire-vulnerable creatures, 
     38 against frost-vulnerable creatures, and 26 against normal
     creatures.
o) a Long Bow of Accuracy (x3) (+18,+9)
p) 49 Bolts (1d5) (+4,+4) {@f5}
     Fired from your current missile launcher, this arrow will hit targets
     up to 140 feet away, inflicting an average damage of 36 against
     normal creatures.
     25% chance of breaking upon contact.
q) 6 Bolts (1d5) (+1,+5)
     Fired from your current missile launcher, this arrow will hit targets
     up to 140 feet away, inflicting an average damage of 40 against
     normal creatures.
     25% chance of breaking upon contact.
r) 17 Arrows of Slay Undead (1d4) (+4,+4)


  [Options]

Maximize effect of race/class bonuses        : yes (adult_maximize)
Randomize some of the artifacts (beta)       : no  (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 25.1.2009 12:47
Last updated on 25.1.2009 21:07

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13316. on the Ladder (of 18973)
5108. on the Angband Ladder (of 6502)
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Comments

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On 25.1.2009 12:47 Slin Slinius wrote:
Slowly decending staying alive is nr. one. Long time ago getting this deep. Am i going down to slow?

On 25.1.2009 14:50 PowerDiver wrote:
Not too slow at all, *if* you maintain your interest and keep from losing your concentration.

Throw away the chain mail. AC is never worth being slowed.

On 25.1.2009 20:43 Pete Mack wrote:
Not deep enough. You are likelier to get killed by air hounds or whatever at your current depth than anything else at dl 30, where you can do some stat gain.


On 25.1.2009 21:07 Slin Slinius wrote:
First meeting with a Basilisk and no poison resist. I had a few ways out. But didnt use them :(

On 27.1.2009 01:17 Pete Mack wrote:
Yeah, they are never worth taking on at their native level, even if you have Free Action.
Die and learn... And don't screw around in the dl 20's. Any exploring before 1500' is a waste of time, when you could be searching for stat potions instead.



On 27.1.2009 01:18 Pete Mack wrote:
PS: try playing a Kobold Rogue (like the competition) again. It's an easier class than H-T Warrior, so long as you rely heavily on detection and stealth to avoid danger.



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