The Angband Ladder: Jimmy I, Dwarf Paladin by Colbey

  [Angband 3.1.1 dev (r1264) Character Dump]

 Name   Jimmy I                                  Self  RB  CB  EB   Best
 Sex    Male         Age             44   STR:  18/75  +2  +3 +15 18/***
 Race   Dwarf        Height          48   INT! 18/100  -3  -3  +8 18/120
 Class  Paladin      Weight         164   WIS! 18/100  +2  +1  +9 18/***
 Title  Paladin Lord Social  Role model   DEX! 18/100  -2  +0  +5 18/130
 HP     1082/1082    Maximize         Y   CON! 18/100  +2  +2  +9 18/***
 SP     317/393                           CHR! 18/100  -3  +2 +10 18/190


 Level               49   Armor   [44,+118]     Saving Throw        100%
 Cur Exp        6560587   Fight   (+52,+51)     Stealth             Good
 Max Exp        6560587   Melee   (+67,+66)     Fighting       Legendary
 Adv Exp        6975000   Shoot   (+72,+22)     Shooting          Heroic
 MaxDepth   4950' (L99)   Blows      5/turn     Disarming            70%
 Turns          2191868   Shots      2/turn     Magic Device      Heroic
 Gold           2246607   Infra       90 ft     Perception       1 in 38
 Burden       171.0 lbs   Speed          26     Searching            19%

 You are one of two children of a Dwarven Miner.  You are a credit to
 the family.  You have dark brown eyes, straight black hair, a one foot
 beard, and a dark complexion.


 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:.............


  [Character Equipment]

a) The Spear of Orome (4d6) (+15,+15) (+4) {@w0 !!}
     +4 intelligence, infravision, speed.
     Provides resistance to fire, light.
     Cannot be harmed by acid, electricity, fire, cold.
     Blessed by the gods.
     Feather Falling.
     Grants the ability to see invisible things.
     When activated, it turns rock into mud.
     It takes 18 turns to recharge after use at your current speed.
     Radius 1 light.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 98.5 against animals, 113.9
     against giants, 113.9 against fire-vulnerable creatures, and 83.1
     against normal creatures.
     
     With this item, you can expect to clear rubble in 1.9 turns, magma
     veins in 4.2 turns, quartz veins in 9.4 turns, and granite in 25 
     turns.
b) The Long Bow 'Belthronding' (x3) (+20,+22) (+1)
     +1 dexterity, stealth, speed, shooting speed.
     Provides resistance to disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
c) The Ring of Power 'Narya' (+6,+6) (+1)
     +1 strength, intelligence, wisdom, dexterity, constitution, 
     charisma, speed.
     Provides immunity to fire.
     Provides resistance to fire, fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, constitution.
     Slows your metabolism.
     Speeds regeneration.
     Prevents paralysis.
     Grants telepathy.
     Grants the ability to see invisible things.
     When activated, it grants you protection from evil for 1d25 plus 3 
     times your character level turns.
     It takes 734 to 1440 turns to recharge after use at your current
     speed.
d) The Ring of Power 'Vilya' (+10,+10) (+3)
     +3 strength, intelligence, wisdom, dexterity, constitution, 
     charisma, speed.
     Provides immunity to lightning.
     Provides resistance to lightning, poison, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains intelligence, dexterity, constitution.
     Slows your metabolism.
     Feather Falling.
     Speeds regeneration.
     Prevents paralysis.
     Stops experience drain.
     Grants telepathy.
     Grants the ability to see invisible things.
     When activated, it heals 1000 hit points.
     It takes 727 to 1080 turns to recharge after use at your current
     speed.
e) The Elfstone 'Elessar' (+7,+7) [+10] (+2)
     +2 strength, wisdom, charisma, speed.
     Provides resistance to fire, poison, fear.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it heals 500 hit points.
     It takes 720 turns to recharge after use at your current speed.
f) The Arkenstone of Thrain
     Provides resistance to light, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     Stops experience drain.
     Grants the ability to see invisible things.
     When activated, it detects treasure, traps, doors, stairs, and all 
     creatures nearby.
     It takes 111 to 216 turns to recharge after use at your current
     speed.
     Radius 3 light.
g) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4) {!!}
     +4 strength, charisma.
     Provides resistance to acid, lightning, fire, cold, dark, 
     disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it removes all non-unique monsters represented by 
     a chosen symbol from the level, dealing you damage in the process.
     It takes 1800 turns to recharge after use at your current speed.
h) The Cloak 'Colannon' [1,+15] (+3)
     +3 stealth, speed.
     Provides resistance to nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it teleports you randomly up to 100 squares away.
     It takes 162 turns to recharge after use at your current speed.
i) The Leather Shield of Celegorm [4,+20]
     Provides resistance to acid, lightning, fire, cold, light, dark.
     Cannot be harmed by acid, electricity, fire, cold.
j) The Golden Crown of Gondor [0,+15] (+3)
     +3 strength, wisdom, constitution, speed.
     Provides resistance to fire, cold, light, blindness, confusion, 
     sound, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Speeds regeneration.
     Grants the ability to see invisible things.
     When activated, it heals 500 hit points.
     It takes 900 turns to recharge after use at your current speed.
     Radius 1 light.
k) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2)
     +2 strength, constitution.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
l) a Pair of Iron Shod Boots of Speed [3,+9] (+9)
     +9 speed.


  [Character Inventory]

a) 2 Holy Books of Prayers [Words of Wisdom] {@m2@p2@b2@G2}
b) 2 Holy Books of Prayers [Chants and Blessings] {@m3@p3@b3@G3}
c) 2 Holy Books of Prayers [Exorcism and Dispelling] {@m4@p4@b4@G4}
d) a Holy Book of Prayers [Ethereal Openings] {@m5@p5@b5@G5}
     Cannot be harmed by acid, electricity, fire, cold.
e) 3 Holy Books of Prayers [Godly Insights] {@m6@p6@b6@G6}
     Cannot be harmed by acid, electricity, fire, cold.
f) a Holy Book of Prayers [Holy Infusions] {@m8@p8@b8@G8}
     Cannot be harmed by acid, electricity, fire, cold.
g) 4 Scrolls titled "raetorto" of Teleport Level {!*}
h) 3 Scrolls titled "lentas" of *Destruction*
i) 5 Silver Rods of Acid Balls
j) a Zinc-Plated Rod of Teleport Other
k) 2 Tin-Plated Rods of Recall {!*}
     Cannot be harmed by electricity.
l) 2 Lead Wands of Teleport Other (8 charges)
m) 4 Golden Staves of Speed (18 charges)
n) an Engagement Ring of Speed (+10)
     +10 speed.
o) The Ring of Tulkas (+4)
     +4 strength, dexterity, constitution.
     Provides resistance to fear.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it hastens you for d75+75 turns.
     It takes 543 to 1080 turns to recharge after use at your current
     speed.
p) a Brass Amulet of Trickery (+4) {@w2}
     +4 dexterity, stealth, infravision, speed.
     +20%  to searching.
     Provides resistance to poison, nexus.
     Sustains dexterity.
q) Metal Scale Mail of Elvenkind (-2) [12,+18] (+1 stealth)
     +1 stealth.
     Provides resistance to acid, lightning, fire, cold, nether.
     Cannot be harmed by acid, electricity, fire, cold.
r) an Elven Cloak of Aman [6,+34] (+3 stealth)
     +3 stealth.
     Provides resistance to poison.
     Cannot be harmed by acid, electricity, fire, cold.
s) The Bastard Sword 'Calris' (5d4) (+10,+20) (+5) {uncursed}
     +5 constitution.
     Provides resistance to disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     Aggravates creatures nearby.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 102.1 against evil creatures, 
     116.2 against trolls, 116.2 against demons, 144.4 against dragons, 
     and 87.9 against normal creatures.
     
     With this item, you can expect to clear rubble in 1.7 turns, magma
     veins in 3.8 turns, quartz veins in 8.5 turns, and granite in 22 
     turns.
t) 30 Mithril Bolts of Slay Evil (3d5) (+14,+18)
     Cannot be harmed by acid, fire.
u) 23 Seeker Arrows of Frost (4d4) (+12,+15)
     Cannot be harmed by cold.
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 452.6 against
     frost-vulnerable creatures, and 150.9 against normal creatures.
     35% chance of breaking upon contact.


  [Home Inventory]

a) a Holy Book of Prayers [Purifications and Healing] {@m7@p7@b7@G7}
     Cannot be harmed by acid, electricity, fire, cold.
     
b) 16 Orange Potions 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) 5 Purple Potions of *Healing*
     When ingested, it restores 1200 hit points, heals cut damage, and 
     cures stunning, poisoning, blindness, and confusion.
     It can be thrown at creatures with damaging effect.
d) a Silver Speckled Potion of Life
     When ingested, it restores 5000 hit points, restores experience an
     d stats, heals cut damage, and cures stunning, poison, blindness, 
     and confusion.
     It can be thrown at creatures with damaging effect.
e) 12 Clear Potions of Restore Mana
     When ingested, it restores your mana points to maximum.
f) 7 Black Potions of Speed
     When ingested, it hastens you for 2d10+20 turns.
g) 7 Scrolls titled "raetorto" of Teleport Level {!*}
     When read, it teleports you one level up or down.
h) 3 Scrolls titled "imis epellus" of Banishment
     When read, it removes all non-unique monsters represented by a cho
     sen symbol from the level, dealing you damage in the process.
i) 3 Scrolls titled "plus pugis" of Mass Banishment
     When read, it removes all non-unique monsters within 20 squares, d
     ealing you damage in the process.
j) The Amulet of Ingwe (+3)
     +3 intelligence, wisdom, charisma, infravision.
     Provides resistance to acid, lightning, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
     When activated, it deals five times your level's damage to all evi
     l creatures that you can see.
     It takes 183 to 360 turns to recharge after use at your current
     speed.
k) The Palantir of Westernesse (+2)
     +2 intelligence, wisdom, infravision.
     +10%  to searching.
     Provides resistance to blindness, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.
     Grants the ability to see invisible things.
     Aggravates creatures nearby.
     Drains experience.
     
     When activated, it maps the entire level and detects objects, trap
     s, doors, and stairs.
     It takes 183 to 360 turns to recharge after use at your current
     speed.
     Radius 3 light.
l) Balance Dragon Scale Mail (-2) [30,+16]
     Provides resistance to sound, shards, chaos, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it allows you to breathe balance for 250 damage.
     It takes 1083 to 2160 turns to recharge after use at your current
     speed.
m) The Metal Brigandine Armour of the Rohirrim [20,+14] (+2)
     +2 strength, dexterity.
     Provides resistance to acid, lightning, fire, cold, fear, 
     confusion, sound.
     Cannot be harmed by acid, electricity, fire, cold.
     
n) The Full Plate Armour of Isildur [26,+25] (+1)
     +1 constitution.
     Provides resistance to acid, lightning, fire, cold, confusion, 
     sound, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     
o) The Large Metal Shield of Anarion [5,+20]
     Provides resistance to acid, lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, intelligence, wisdom, dexterity, constitution, 
     charisma.
     
p) The Mithril Shield of Gil-galad [10,+20] (+5)
     +5 wisdom, charisma.
     Provides resistance to acid, lightning, dark, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains wisdom, dexterity, charisma.
     
     When activated, it fires a line of light in all directions, each o
     ne causing 10d8 damage.
     It takes 360 turns to recharge after use at your current speed.
     Radius 1 light.
q) The Pair of Leather Boots 'Dal-i-thalion' [2,+15] (+5)
     +5 dexterity.
     Provides resistance to confusion, nether, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains constitution.
     Prevents paralysis.
     
     When activated, it cures you of fear and poison.
     It takes 18 turns to recharge after use at your current speed.
r) The Pair of Steel Shod Boots of Thror [6,+20] (+3)
     +3 strength, constitution, speed.
     Provides resistance to fear.
     Cannot be harmed by acid, electricity, fire, cold.
     
s) The Executioner's Sword 'Crisdurian' (4d5) (+18,+19) {@w0}
     It is especially deadly to evil creatures, orcs, trolls, giants, 
     dragons, undead.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants the ability to see invisible things.
     
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 103 against evil creatures, 
     117.4 against orcs, 117.4 against trolls, 117.4 against giants, 
     117.4 against dragons, 117.4 against undead, and 88.6 against
     normal creatures.
     
     With this item, you can expect to clear rubble in 1.5 turns, magma
     veins in 3.4 turns, quartz veins in 7.5 turns, and granite in 19 
     turns.
t) The Beaked Axe of Hurin (3d6) (+12,+15) (+2)
     +2 strength, constitution.
     It is especially deadly to trolls, dragons.
     It is a great bane of demons.
     It is branded with acid.
     Provides resistance to acid, fire, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it puts you in a berserker rage for d50+50 turns.
     It takes 291 to 576 turns to recharge after use at your current
     speed.
     Radius 1 light.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 104.7 against trolls, 104.7
     against dragons, 104.7 against acid-vulnerable creatures, 128.9
     against demons, and 80.6 against normal creatures.
     
     With this item, you can expect to clear rubble in 1.6 turns, magma
     veins in 3.7 turns, quartz veins in 8.1 turns, and granite in 21 
     turns.
u) a Two-Handed Great Flail of Extra Attacks (3d6) (+13,+12) (+2)
     +2 attack speed.
     
     With this weapon, you would currently get 7 blows per round.  Each
     blow will do an average damage of 78.4 against normal creatures.
     
     With this item, you can expect to clear rubble in 1.5 turns, magma
     veins in 3.3 turns, quartz veins in 7.4 turns, and granite in 18 
     turns.
v) The Heavy Crossbow of Umbar (x4) (+18,+18) (+2)
     +2 strength, constitution, shooting power.
     Provides resistance to lightning, light, dark, blindness.
     Cannot be harmed by acid, electricity, fire, cold.
     Aggravates creatures nearby.
     
     When activated, it fires a magical arrow with damage 150.
     It takes 75 to 144 turns to recharge after use at your current
     speed.
w) 16 Seeker Bolts of Lightning (4d5) (+9,+12)
     It is branded with lightning.
     Cannot be harmed by electricity.
     
x) 17 Mithril Bolts of Slay Evil (3d5) (+13,+15)
     It is especially deadly to evil creatures.
     Cannot be harmed by acid, fire.
     


  [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 1.2.2009 23:18
Last updated on 18.2.2009 01:00

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5715. on the Ladder (of 18974)
2348. on the Angband Ladder (of 6502)
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Comments

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On 1.2.2009 23:18 Colbey wrote:
Only my second time this far in the game, and no real idea what to do next...

On 4.2.2009 15:03 Colbey wrote:
Wow, way deeper than I've ever been.

On 18.2.2009 01:00 Colbey wrote:
First kill of Sauron! A few questions for anyone who wants to help:
1. Is my weapon (Orome) good enough for Morgoth?
2. Should I wear my RoS for +35 against Morgoth, or can I wear both Narya and Vilya at +26 (and carry !speed)?
3. Do I have enough !*Heal and !Life, or do I need more than 6?

On 18.2.2009 01:33 Pete Mack wrote:
1. Use that awesome flail. It gets ~546 dam/turn, while Calris and Crisdurian get ~510-515. (Orome gets only 410, which is terrible for a Paladin.)
2. The critical speed number is 20, hasted to 30. With Calris and Narya, you would have 22. It's a matter of taste whether you go with 22 or 31. You should ALWAYS carry !speed.
3. That should be enough for a Paladin. You can use the Heal spell most of the time, when you are at ~750HP. If it fails, use the others.

Leave Teleport Level at home, and carry phase door. You can't afford 5% fail it when M summons or brain-smashes.

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