The Angband Ladder: g2, Dunadan Warrior by gdunbar

  [Angband 3.1.0 beta Character Dump]

 Sex    Male         Age             70   STR! 18/100  +1  +5 +16 18/***
 Race   Dunadan      Height          79   INT:  18/96  +2  -2  +6 18/156
 Class  Warrior      Weight         155   WIS! 18/100  +2  -2  +8 18/180
 Title  ***WINNER*** Social  Role model   DEX! 18/100  +2  +2 +12 18/***
 HP     1135/1135    Maximize         Y   CON! 18/100  +3  +2  +6 18/210
 SP     0/0                               CHR! 18/100  +2  -1  +4 18/150


 Level               50   Armor   [37,+117]     Saving Throw         88%
 Cur Exp        8569540   Fight   (+55,+45)     Stealth        Very Good
 Max Exp        8569540   Melee   (+73,+63)     Fighting       Legendary
 Adv Exp       ********   Shoot   (+65,+14)     Shooting       Legendary
 MaxDepth  5000' (L100)   Blows      5/turn     Disarming            98%
 Turns          7617950   Shots      1/turn     Magic Device      Superb
 Gold          10917504   Infra       20 ft     Perception       1 in 25
 Burden       159.9 lbs   Speed          35     Searching            27%

 You are one of several children of a Townsman.  You are a well liked
 child.  You have blue eyes, straight brown 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 have slain the Phase spider.
> You burn the Phase spider.
> You have slain the Phase spider.
> You see a Spear (3d6).
> You see a Mighty Hammer (3d9) {indestructible}.
> You see a Spear (3d6).
> You cannot destroy a Spear (3d6).
> You see a Spear (3d6) {indestructible}.
> On the ground: The Spear 'Aeglos' (3d6) (+15,+25) [+5] (+4).
> There is a wall in the way!
> You see a Mighty Hammer (3d9) {indestructible}.
> You see a Massive Iron Crown [0] {indestructible}.
> You see a Mighty Hammer (3d9) {indestructible}.
> You are about to enter 'wizard' mode for the very first time!
> This is a form of cheating, and your game will not be scored!

Killed by Ripe Old Age.

  [Character Equipment]

a) The Mace of Disruption 'Deathwreaker' (7d8) (+18,+18) (+6)
     +6 strength, tunneling.
     Provides immunity to fire.
     Provides resistance to fire, dark, chaos, 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 126 against animals, 126 against
     evil creatures, 157.5 against dragons, 157.5 against
     fire-vulnerable creatures, 220.5 against undead, and 94.5 against
     normal creatures.
b) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10)
     +10 speed.
     Provides resistance to fire.
     Cannot be harmed by acid, electricity, fire, cold.
c) The Ring of Power 'Nenya' (+8,+8) (+2)
     +2 strength, intelligence, wisdom, dexterity, constitution, 
     charisma, speed.
     Provides immunity to cold.
     Provides resistance to cold, blindness.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains intelligence, wisdom, constitution.
     Feather Falling.
     Speeds regeneration.
     Prevents paralysis.
     Stops experience drain.
     Grants telepathy.
     Grants the ability to see invisible things.
     When activated, it restores your experience to full.
     It takes 200 turns to recharge after use.
d) a Marble Ring of Speed (+9)
     +9 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 200 turns to recharge after use.
f) The Palantir of Westernesse (+2)
     +2 intelligence, wisdom, searching, infravision.
     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 50 turns to recharge after use.
     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) The Cloak 'Holcolleth' [1,+7] (+2)
     +2 intelligence, wisdom, stealth, speed.
     Provides resistance to acid.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it puts to sleep the monsters around you.
     It takes 55 turns to recharge after use.
i) 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.
j) The Iron Helm of Dor-Lomin [5,+20] (+4)
     +4 strength, dexterity, constitution.
     Provides resistance to acid, lightning, fire, cold, fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.
     Grants the ability to see invisible things.
     Radius 1 light.
k) The Set of Caestus of Fingolfin (+10,+10) [5,+20] (+4)
     +4 dexterity.
     Provides resistance to acid.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     When activated, it fires a magical arrow with damage 150.
     It takes 30 turns to recharge after use.
l) a Pair of Leather Sandals of Speed [1,+10] (+10)
     +10 speed.


  [Character Inventory]

a) 5 Azure Potions of Cure Critical Wounds
b) 6 Light Brown Potions of Healing
c) 5 Dark Red Potions of *Healing*
     It can be thrown at creatures with damaging effect.
d) 4 Light Green Potions of Life
     It can be thrown at creatures with damaging effect.
e) 13 Oily Yellow Potions of Speed
f) 5 Scrolls titled "ex lacimito" of Phase Door
g) 7 Scrolls titled "stisnam" of Teleportation
h) 16 Scrolls titled "idius sentus" of Recharging
i) 2 Runed Rods of Detection
     Cannot be harmed by electricity.
j) 3 Aluminum-Plated Rods of Teleport Other
k) 2 Zinc Rods of Disarming
l) 2 Iron Rods of Recall
     Cannot be harmed by electricity.
m) a Mithril-Plated Rod of Identify (charging)
     Cannot be harmed by electricity.


  [Home Inventory]

a) 2 Mistletoe Staffs of Teleportation (6 charges)
     When used, it teleports you randomly up to 100 squares away.
b) 5 Locust Staffs of Speed (20 charges)
     When used, it hastens you for 2d10+20 turns.
c) a Marble Ring of Speed (+9)
     +9 speed.
     
d) 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.
     
e) 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 500 turns to recharge after use.
f) The Leather Scale Mail 'Thalkettoth' (-1) [10,+25] (+3)
     +3 dexterity, speed.
     Provides resistance to acid, shards.
     Cannot be harmed by acid, electricity, fire, cold.
     
g) The Cloak 'Colluin' [1,+15]
     Provides resistance to acid, lightning, fire, cold, poison.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it grants temporary resistance to acid, electricit
     y, fire, cold and poison for 1d20+20 turns.
     It takes 111 turns to recharge after use.
h) The Small Metal Shield of Thorin [3,+25] (+4)
     +4 strength, constitution.
     Provides immunity to acid.
     Provides resistance to fear, sound, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     
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 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 100 turns to recharge after use.
     Radius 1 light.
k) The Hard Leather Cap of Thranduil [2,+9] (+2)
     +2 intelligence, wisdom.
     Provides resistance to blindness.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.
     
l) The Short Sword 'Sting' (1d6) (+9,+8) (+2)
     +2 strength, dexterity, constitution, speed, attack speed.
     Provides resistance to fear, light.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
     Radius 1 light.
     With this weapon, you would currently get 8 blows per round.  Each
     blow will do an average damage of 60 against animals, 60 against
     evil creatures, 63.5 against orcs, 63.5 against undead, and 56.5
     against normal creatures.
m) The Long Bow of Bard (x3) (+17,+19) (+2)
     +2 dexterity, speed, shooting power.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     
n) 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 20 turns to recharge after use.
o) 16 Bolts of Slay Evil (1d5) (+13,+18)
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 210 against
     evil creatures, 315 against fire-vulnerable creatures, and 105
     against normal creatures.
     25% chance of breaking upon contact.
p) 18 Seeker Bolts of Wounding (4d5) (+21,+17)
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 387 against
     fire-vulnerable creatures, and 129 against normal creatures.
     25% chance of breaking upon contact.
q) 32 Seeker Bolts of Slay Giant (4d5) (+15,+16)
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 378 against
     giants, 378 against fire-vulnerable creatures, and 126 against
     normal creatures.
     25% chance of breaking upon contact.
r) 37 Seeker Bolts of Wounding (4d5) (+13,+16)
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 378 against
     fire-vulnerable creatures, and 126 against normal creatures.
     25% chance of breaking upon contact.
s) 31 Seeker Bolts of Slay Evil (4d5) (+12,+12)
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 228 against
     evil creatures, 342 against fire-vulnerable creatures, and 114
     against normal creatures.
     25% chance of breaking upon contact.
t) 18 Mithril Bolts of Slay Evil (3d5) (+15,+15)
     Cannot be harmed by acid, fire.
     
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 228 against
     evil creatures, 342 against fire-vulnerable creatures, and 114
     against normal creatures.
     25% chance of breaking upon contact.
u) 23 Mithril Arrows of Slay Evil (3d4) (+18,+12)
     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 14.3.2009 22:26
Last updated on 15.3.2009 20:22

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Comments

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On 14.3.2009 22:28 gdunbar wrote:
Never won with a Warrior before. Any advice on taking on Morgoth welcome. I'm wavering between Umbar and bolts of Slay Evil (I wish I had a few more bolts), vs. Cubragol and Deathwreaker (melee is scary!).

On 14.3.2009 22:47 Nick wrote:
Personally, I'd go with Deathwreaker, melee until hurt, phase, heal and shoot him as he returns - I have one warrior win like that (although I had Holy Might ammo).

One thing that bothers me is you don't seem to have RConf - or does RChaos deal with that now? If not, the phase strategy is a little scarier.

On 15.3.2009 02:03 Pete Mack wrote:
Deathwreaker. And ditch the Ring of Speed. Use Cubragol instead.
You want a nice fat Ring of Damage (or Vilya) for the other ring.

And you want RConf. Getting mind-blasted, confused, and slowed would be very, very bad.

Melee isn't so scary with Deathwreaker.

Although you probably do have enough slay evil bolts to kill M, Umbar would do slightly less damage/shot than Deathwreaker, and M's summons are noticeably easier to handle in melee.

You will still need ?Phase door to escape summons and for healing and buffs.

If you are afraid of running out of !Heal (and you probably shouldn't be), carry a big stack of !CCW to use along with ?Phase. It works quite well in 3.1.

You can also take the Staffs of Healing with ?Recharge and use them from the floor.

On 15.3.2009 16:51 gdunbar wrote:
Yeah, if I'm expecting to get hit (ala melee), I'd definitely want to revamp the kit. RConf and sustain stats, plus Cubragol because I want the speed over the missile damage. New dump submitted.

I'll probably townscum for a few more ?Phase Door and ?Recharging, and bring the _Healing to drop on the floor. I wouldn't mind a few more ?Teleportation as well, just to be safe.

I'm pretty conservative about speed so there's no way I'm taking off the =Speed; I want to be faster than Morgoth even when my !Speed runs out. Maybe I'm just old fashioned that way.

On 15.3.2009 17:13 Pete Mack wrote:
I guess. The difference in speed 35 and 45 is 7% (by energy) and from a +13 damage ring is 10%. Too bad you don't have Vilya--that would let you get all 4 immunities (With Vilya and Thorin you really wouldn't need resist strength.

BTW: your biggest weakness is dealing with summons. You have no banishment and only 3 rods of Teleport other. You might want to bring the wands, and use ?Recharge on them as well.




On 15.3.2009 17:13 Pete Mack wrote:
I guess. The difference in speed 35 and 45 is 7% (by energy) and from a +13 damage ring is 10%. Too bad you don't have Vilya--that would let you get all 4 immunities (With Vilya and Thorin you really wouldn't need resist strength.

BTW: your biggest weakness is dealing with summons. You have no banishment and only 3 rods of Teleport other. You might want to bring the wands, and use ?Recharge on them as well.




On 15.3.2009 20:27 gdunbar wrote:
There we go. I used your trick and brought wands of Teleport Other (fully discharged), and recharged them as needed. I probably could have done it without that, but better safe than sorry. He took me down around 400HP a couple of times, but nothing really scary.

If I do a Warrior again I'll collect Banishment scrolls; they would make it even easier. Although wands/rods of Teleport Other are maybe nicer, because you can selectively get rid of Greater Balrogs while leaving Hezrous around to get in Morgoth's way.

Deathwreaker was pretty enjoyable, though. :-)

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