The Angband Ladder: Larvitz XIV, Dunadan Warrior by Larvitz

  [Angband 3.1.0 beta Character Dump]

 Sex    Female       Age             54   STR:  18/91  +1  +5  +4 18/191
 Race   Dunadan      Height          78   Int:     11  +2  -2  +0     11      5
 Class  Warrior      Weight         155   WIS:     11  +2  -2  +0     11
 Title  Commando     Social  Well-liked   DEX:  18/74  +2  +2  +4 18/154
 HP     -22/442      Maximize         Y   CON:     16  +3  +2  +0  18/30
 SP     0/0                               CHR:     12  +2  -1  +0     13


 Level               32   Armor    [41,+87]     Saving Throw         56%
 Cur Exp         312457   Fight   (+24,+15)     Stealth        Very Good
 Max Exp         312457   Melee   (+37,+36)     Fighting       Legendary
 Adv Exp         360000   Shoot    (+24,+0)     Shooting          Heroic
 MaxDepth   2300' (L46)   Blows      5/turn     Disarming            65%
 Turns          2751190   Shots      0/turn     Magic Device   Excellent
 Gold            195999   Infra       20 ft     Perception       1 in 35
 Burden       183.5 lbs   Speed           5     Searching            17%

 You are one of several children of a Yeoman.  You are a well liked
 child.  You have hazel eyes, wavy auburn hair, and an average
 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:.............


  [Last Messages]

> You feel very good.
> You have 2 Smoky Potions of Cure Critical Wounds (d).
> You feel very good.
> You have a Smoky Potion of Cure Critical Wounds (d).
> The air about you becomes charged...
> It casts a water bolt.
> It casts a mana bolt.
> You feel very good.
> You have no more Smoky Potions of Cure Critical Wounds (d).
> It casts a mana bolt.
> It casts a water bolt.
> You have a Scroll titled "sa religo" of Phase Door (d).
> You have no potions to quaff.
> It casts a mana bolt.
> You die.

Killed by Gorlim, Betrayer of Barahir.

  [Character Equipment]

a) The Lance of Eorlingas (3d8) (+13,+21) (+2) {@0@2}
     +2 strength, dexterity, speed.
     Provides resistance to fear.
     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 63 against evil creatures, 76.5
     against orcs, 76.5 against trolls, and 49.5 against normal
     creatures.
b) (nothing)
c) a Lapis Lazuli Ring of Bodykeeping
     Sustains strength, dexterity, constitution.
d) a Mithril Ring of Free Action
     Prevents paralysis.
e) a Golden Amulet of Infravision (+2)
     +2 infravision.
f) a Lantern of Brightness (9756 turns)
     Cannot be harmed by fire.
     Radius 3 light.
g) The Metal Brigandine Armour of the Rohirrim [20,+15] (+2)
     +2 strength, dexterity.
     Provides resistance to acid, lightning, fire, cold, fear, 
     confusion, sound.
     Cannot be harmed by acid, electricity, fire, cold.
h) an Elven Cloak of Protection [6,+20] (+2 stealth)
     +2 stealth.
     Provides resistance to shards.
     Cannot be harmed by acid, electricity, fire, cold.
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) an Iron Helm of Light [5,+4]
     Provides resistance to light.
     Radius 1 light.
k) The Set of Gauntlets 'Paurhach' [3,+14]
     Provides resistance to fire.
     Cannot be harmed by acid, electricity, fire, cold.
     Speeds regeneration.
     When activated, it creates a fire bolt with damage 9d8.
     It takes 8 turns to recharge after use.
l) a Pair of Iron Shod Boots of Speed [3,+4] (+4)
     +4 speed.


  [Character Inventory]

a) a Holy Book of Prayers [Ethereal Openings]
     Cannot be harmed by acid, electricity, fire, cold.
b) 6 Rations of Food
c) 3 Flasks of oil
d) a Scroll titled "sa religo" of Phase Door
e) a Scroll titled "odia se veo" of Dispel Undead
f) 2 Scrolls titled "due fuga sequo" of Identify
g) a Cast Iron Rod of Treasure Location (charging)
h) a Lead Rod of Door/Stair Location (charging)
i) a Tungsten Rod of Trap Location (charging)
j) a Pewter Rod of Recall (charging)
     Cannot be harmed by electricity.
k) a Magnesium Wand of Teleport Other (0 charges)
l) a Silver Staff of Starlight (10 charges)
m) a Cypress Staff of Teleportation (0 charges)
n) Metal Scale Mail of Resist Fire (-2) [12,+8]
     Provides resistance to fire.
     Cannot be harmed by fire.
o) a Wicker Shield of Resist Cold [2,+9]
     Provides resistance to cold.
     Cannot be harmed by cold.
p) The Executioner's Sword 'Crisdurian' (4d5) (+18,+19)
     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 56 against evil creatures, 68
     against orcs, 68 against trolls, 68 against giants, 68 against
     dragons, 68 against undead, and 44 against normal creatures.
q) a Shovel (1d2) (+0,+0) (+1)
     +1 tunneling.
     With this weapon, you would currently get 6 blows per round.  Each
     blow will do an average damage of 14.5 against normal creatures.
r) 23 Iron Shots of Slay Evil (1d4) (+7,+7)


  [Home Inventory]

a) a Brown 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.
b) a Green Potion 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.
c) 2 Scrolls titled "ex dicum co" of *Destruction*
     When read, it destroys an area around you in the shape of a circle 
     radius 15, and blinds you for 1d10+10 turns.
d) a Platinum Rod of Light
     When aimed, it lights up part of the dungeon in a straight line.
     It takes 9 turns to recharge after use.
e) a Golden Staff of Identify (0 charges)
     When used, it reveals to you the extent of an item's magical power
     s.
f) a Pearl Ring of Resist Fire {cursed}
     Cursed.
     Provides resistance to fire.
     Cannot be harmed by fire.
     
g) a Carnelian Ring of Flames [+12]
     Provides resistance to fire.
     Cannot be harmed by fire.
     
     When activated, it grants fire resistance for d20+20 turns and cre
     ates a fire ball of damage 80.
     It takes d50+50 turns to recharge after use.
h) a Fluorite Ring of Damage (+0,+12)
i) a Fluorite Ring of Damage (+0,+8)
j) The Chain Mail of Arvedui (-2) [14,+14] (+2)
     +2 strength, charisma.
     Provides resistance to acid, lightning, fire, cold, shards, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     
k) a Dagger (1d4) (+9,+9) {@0@1}
     With this weapon, you would currently get 6 blows per round.  Each
     blow will do an average damage of 24.5 against normal creatures.
l) The Broad Sword 'Orcrist' (2d5) (+10,+15) (+3) {@0@1}
     +3 searching.
     Provides resistance to cold, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     Blessed by the gods.
     Slows your metabolism.
     
     Radius 1 light.
     With this weapon, you would currently get 6 blows per round.  Each
     blow will do an average damage of 40 against evil creatures, 46
     against orcs, 46 against dragons, 46 against frost-vulnerable
     creatures, and 34 against normal creatures.


  [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 7.2.2009 17:45

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Comments

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On 7.2.2009 17:45 Larvitz wrote:
My best character ever. I thought I might win. =[

On 7.2.2009 17:58 Pete Mack wrote:
You can't play for long with 0 escapes left. (Carry ?Recharge if you are running low on charges. And recall immediately when you run out.)



On 7.2.2009 18:50 Larvitz wrote:
Yeah, I forgot that my tele was drained, which happened from a really powerful beholder, it was pretty tough, took about 7 CCW's, and whatnot... and I forgot it was drained, and then yeah....

On 7.2.2009 22:55 Shinedog wrote:
There is no reason to fight a beholder. They don't drop anything and they drain your charges. All risk, no benefit. Beter to use a charge to teleport yourself away then to lose all of your charges to the beholder.

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