The Angband Ladder: David, Half-Troll Paladin by Cave Man

  [DaJAngband v1.0.97 (pre 1.1.0) Character Dump]

 Name   David                                    Self  RB  CB  EB   Best
 Sex    Male              Age        25   STR:  18/72  +4  +3 +16 18/302
 Race   Half-Troll        Height     88   INT:     18  -4  -2  +8  18/20
 Class  Paladin           Weight    270   WIS! 18/100  -2  +1  +3 18/120
 Title  ***WINNER***      Status      1   DEX:  18/78  -4  +0 +13 18/168
 HP     877/877           Maximize    Y   CON:     18  +3  +1 +17 18/210
 SP     135/214                           CHR:     15  -6  +2  +3     14

 Level           44       Armor    [47,+80]     Saving Throw          80
 Cur Exp    3403479       Fight   (+96,+46)     Stealth                2
 Max Exp    3403479       Melee  (+114,+74)     Fighting             588
 Adv Exp    3720000       Shoot  (+106,+14)     Shooting             482
 MaxDepth   Lev 100       Blows      6/turn     Disarming             80
 Turns       372258       Shots      1/turn     Magic Device          55
 Gold      10072896       Alertness      38     Perception            15
 Burden   211.6 lbs       Energy       380%     Searching             11

 Your father was a Stone-Troll Warrior.  You have puke-yellow eyes,
 mangy sea-weed green hair, and white scabby skin.



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

      abcdefghijkl@       abcdefghijkl@
PLite:............. Tunn.:.............
Regen:..+.+.......+ Speed:.+++...+...++
Telep:+............ Blows:+............
Invis:+.++++....... Shots:.............
FrAct:+.+.+...+.+.. Might:.............
HLife:.....+.......      :.............
Stea.:.......+.....      :.............
Sear.:.............      :.............


  [Last Messages]

> You hit Morgoth, Lord of Darkness. <2x>
> It was a great hit!
> You hit Morgoth, Lord of Darkness. <4x>
> You have slain Morgoth, Lord of Darkness.
> You feel something roll beneath your feet. <2x>
> A magical staircase appears...
> *** CONGRATULATIONS ***
> You have won the game!
> You may retire when you are ready.
> The rothe butts you.
> You feel much better.
> You feel like a killing machine!
> You have 13 Dark Red Potions of Berserk Strength (h).
> You feel like a hero!
> You have 14 Hazy Potions of Heroism {@q4} (g).


  [Character Equipment]

a) The Blade of Chaos 'Doomcaller' (6d5) (+18,+28) [-50] (+1 attack)
   It increases your attack speed by 1.  It slays animals, trolls, 
   demons, and all evil creatures, and is especially deadly against 
   dragons.  It is branded with frost.  It provides resistance to acid, 
   electricity, fire, cold, chaos, and charming.  It is evil and
   hinders your prayers.  It grants you immunity to paralysis, the
   power of telepathy, and the ability to see invisible things, but it
   also aggravates creatures around you and prevents hit point
   regeneration.  It cannot be harmed by the elements.  
b) The light crossbow 'Cubragol' (x3) (+10,+14) (+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) The Ring of Power 'Narya' (+6,+6) (+1)
   It increases all your stats by 1.  It increases your speed by 1.  It
   provides immunity to fire.  It provides resistance to fear, dark, 
   nether, and charming.  It sustains your strength, wisdom, and 
   constitution.  It slows your metabolism and speeds your regeneration.
   It grants you immunity to paralysis and the ability to see invisible
   things.  It activates for protection from evil every 30+d30 turns.  
   It cannot be harmed by the elements.  
d) The Ring of Power 'The One Ring' (+15,+15) (+5) {cursed}
   It increases your strength, intelligence, dexterity, and 
   constitution by 5.  It increases your speed by 5.  It increases your
   alertness by 25.  It provides immunity to acid, electricity, fire, 
   and cold.  It provides resistance to poison, dark, blindness, 
   disenchantment, and charming.  It sustains all your stats.  It is
   evil and hinders your prayers and corrupts those who wield it for
   too long.  It grants you the ability to see invisible things, but it
   also aggravates creatures around you, drains experience, prevents
   hit point regeneration, and is permanently cursed.  It activates for 
   bizarre things every 30+d30 turns.  It cannot be harmed by the
   elements.  
e) The Necklace of the Dwarves (+3)
   It increases your strength and constitution by 3.  It provides
   resistance to fear.  It speeds your regeneration.  It grants you 
   immunity to paralysis, darkvision, and the ability to see invisible
   things.  It cannot be harmed by the elements.  
f) The Arkenstone of Thrain (0 turns)
   It provides resistance to light, dark, and life draining.  It
   usually provides light of radius 3.  It grants you the ability to
   see invisible things.  It activates for detection every 30+d30 turns.
   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,
   electricity, fire, cold, confusion, sound, and nexus.  It cannot be
   harmed by the elements.  
h) The shadow cloak of Luthien [6,+20] (+2)
   It increases your intelligence, wisdom, and charisma by 2.  It
   increases your stealth and speed by 2.  It provides resistance to 
   acid, fire, and cold.  It activates for restore life levels every
   250 turns.  It cannot be harmed by the elements.  
i) The small metal shield of Thorin [3,+25] (+4)
   It increases your strength and constitution by 4.  It provides
   immunity to acid.  It provides resistance to fear, sound, and chaos.
   It grants you immunity to paralysis.  It cannot be harmed by the
   elements.  
j) The steel helm of Hammerhand [6,+20] (+3)
   It increases your strength, dexterity, and constitution by 3.  It
   provides resistance to acid, cold, dark, nexus, and charming.  It
   sustains your strength, dexterity, and constitution.  It aggravates
   creatures around you.  It cannot be harmed by the elements.  
k) The set of cestus of Fingolfin (+10,+10) [5,+20] (+4)
   It increases your dexterity by 4.  It provides resistance to acid.  
   It grants you immunity to paralysis.  It activates for a magical
   arrow (150) every 30+d30 turns.  It cannot be harmed by the
   elements.  
l) a pair of soft leather boots of Speed [2,+14] (+3)
   It increases your speed by 3.  


  [Character Inventory]

a) 2 Holy Books of Prayers [Beginner's Handbook]
   
b) 2 Holy Books of Prayers [Godly Insights]
   
c) 2 Holy Books of Prayers [Defences of Light]
   
d) a Holy Book of Prayers [Holy Infusions]
   It cannot be harmed by the elements.  
e) 2 Holy Books of Prayers [Advanced Defences of Light]
   It cannot be harmed by the elements.  
f) 19 Coagulated Crimson Potions of Speed {@q7}
   
g) 14 Hazy Potions of Heroism {@q4}
   
h) 13 Dark Red Potions of Berserk Strength
   
i) 98 Green Potions of Cure Critical Wounds {@q1}
   
j) 19 Pink Potions of Healing
   
k) 6 Steaming Potions of *Healing*
   
l) 6 Yellow Potions of Life
   
m) 24 Bubbling Potions of Restore Mana
   
n) 2 Azure Potions of Enlightenment
   
o) 7 Scrolls titled "dium cito" of Phase Door {@r1=g}
   
p) 12 Scrolls titled "norrim discer" of Teleportation {@r9 !*}
   
q) 15 Scrolls titled "curo scono" of Teleport Level {@r7 !*}
   
r) 4 Scrolls titled "abrepro solo" of *Destruction*
   
s) a Scroll titled "pro plicus" of Banishment
   
t) a Scroll titled "tertium ubiber" of Mass Banishment
   
u) 5 Pegasus Tail Wands of Stone to Mud (0 charges)
   


  [Home Inventory]

a) a Holy Book of Prayers [Purifications & Healing]
   It cannot be harmed by the elements.  
b) a Holy Book of Prayers [Wrath of God]
   It cannot be harmed by the elements.  
c) 25 Hazy Potions of Heroism {@q4}
   
d) 18 Scrolls titled "sapuga quibero" of Identify {@r2=g}
   
e) 3 Tin-Plated Rods of Recall (1 charging) {!*}
   It cannot be harmed by lightning.  
f) 3 Silver-Plated Rods of Detection
   It cannot be harmed by lightning.  
g) a Pegasus Tail Wand of Stone to Mud (3 charges)
   
h) 4 Walnut Staffs of Speed (1d5) (+0,+0) (23 charges)
   
i) 4 Birch Staffs of *Destruction* (2d4) (+0,+0) (10 charges)
   
j) a Flawed Diamond Ring of Speed (+11)
   It increases your speed by 11.  
k) The Ring of Power 'Nenya' (+8,+8) (+2)
   It increases all your stats by 2.  It increases your speed by 2.  It
   provides immunity to cold.  It provides resistance to light, 
   blindness, life draining, and charming.  It sustains your 
   intelligence, wisdom, and charisma.  It makes you fall like a feather 
l) The Ring of Power 'Vilya' (+10,+10) (+3)
   It increases all your stats by 3.  It increases your speed by 3.  It
   provides immunity to electricity.  It provides resistance to poison, 
   disenchantment, life draining, and charming.  It sustains your 
   strength, intelligence, dexterity, and constitution.  It slows your
   metabolism, makes you fall like a feather, and speeds your
   regeneration.  It grants you immunity to paralysis, the power of
   telepathy, and the ability to see invisible things.  It activates
   for heal (1000) every 22+d22 turns.  It cannot be harmed by the
   elements.  
m) 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.  
n) a Bone Amulet of Trickery (+3)
   It increases your dexterity by 3.  It increases your stealth, 
   searching, and speed by 3.  It increases your alertness by 15.  It
   provides resistance to poison and nexus.  It sustains your dexterity.
   
o) The metal brigandine armour of the Rohirrim [19,+15] (+2)
   It increases your strength and dexterity by 2.  It provides
   resistance to acid, electricity, fire, cold, fear, confusion, and 
   sound.  It cannot be harmed by the elements.  
p) a shadow cloak of Protection [6,+20]
   It provides resistance to shards.  It cannot be harmed by the
   elements.  
q) The large metal shield of Anarion [5,+20]
   It provides resistance to acid, electricity, fire, and cold.  It
   sustains all your stats.  It cannot be harmed by the elements.  
r) The hard leather cap of Thranduil [2,+10] (+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.  
s) The metal cap of Celebrimbor [3,+18] (+3 to searching)
   It increases your intelligence, dexterity, and charisma by 3.  It
   increases your searching by 3.  It provides resistance to acid, fire,
   shards, and disenchantment.  It cannot be harmed by the elements.  
t) 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 confusion.  It grants you 
   the power of telepathy.  It activates for detection every 55+d55
   turns.  It cannot be harmed by the elements.  
u) The set of leather gloves 'Cambeleg' (+8,+8) [1,+15] (+2)
   It increases your strength and constitution by 2.  It grants you 
   immunity to paralysis.  It cannot be harmed by the elements.  
v) a pair of leather sandals of Stability [1,+11]
   It provides resistance to nexus.  It makes you fall like a feather.  
   
w) a pair of metal shod boots (Dwarven) [6,+21] (+1)
   It increases your strength and constitution by 1.  It grants you 
   immunity to paralysis and darkvision.  It cannot be harmed by acid 
   or fire.  
x) The sabre 'Aglarang' (5d7) (+10,+9) (+5)
   It increases your dexterity by 5.  It increases your speed by 5.  It
   increases your alertness by 25.  It provides resistance to charming.
   It sustains your dexterity.  It cannot be harmed by the elements.  
y) The long sword 'Anduril' (3d5) (+10,+15) [+10] (+4)
   It increases your strength and dexterity by 4.  It slays orcs, 
   trolls, undead, and all evil creatures.  It is branded with fire.  
   It provides resistance to fire, fear, and disenchantment.  It
   sustains your strength and dexterity.  It is good and assists in
   your prayers.  It grants you immunity to paralysis and the ability
   to see invisible things.  It activates for fire ball (72) every 40
   turns.  It cannot be harmed by the elements.  
z) The two-handed sword 'Zarcuthra' (4d6) (+19,+21) (+4)
   It increases your strength and charisma by 4.  It increases your
   alertness by 20.  It slays animals, orcs, trolls, giants, demons, 
   undead, and all evil creatures, and is especially deadly against 
   dragons.  It provides resistance to fire, chaos, and charming.  It 
   increases likelihood of critical hits and is evil and hinders your
   prayers.  It grants you immunity to paralysis and the ability to see
   invisible things, but it also sometimes hits yourself.  It cannot be
   harmed by the elements.  
{) The flail 'Totila' (2d13) (+6,+3) (+2 to stealth)
   It increases your stealth by 2.  It slays all evil creatures.  It is
   branded with fire.  It provides resistance to fire, confusion, and 
   charming.  It activates for confuse monster every 15 turns.  It
   cannot be harmed by the elements.  
|) The short bow of Amrod (x2) (+12,+15) (+2)
   It increases your strength and constitution by 2.  It increases your 
   shooting power by 2.  It provides resistance to electricity, fire, 
   and cold.  It speeds your regeneration.  It cannot be harmed by the
   elements.  


  [Options]

Adult: Maximize effect of race/class bonuses : yes (adult_maximize)
Adult: Randomize some of the artifacts (beta): no  (adult_randarts)
Adult: Auto-scum for good levels             : no  (adult_autoscum)
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: Don't stack objects on the floor      : no  (adult_no_stacking)
Adult: Preserve artifacts when leaving level : no  (adult_no_preserve)
Adult: Don't generate connected stairs       : no  (adult_no_stairs)
Adult: Enable selling to shops               : no  (adult_cansell)
Adult: Monsters chase current location       : yes (adult_ai_sound)
Adult: Monsters chase recent locations       : yes (adult_ai_smell)
Adult: Monsters act smarter in groups        : no  (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 30.3.2009 17:10
Last updated on 2.4.2009 08:29

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1. on the Competition No.67 Ladder (of 11)

Comments

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On 30.3.2009 17:10 Cave Man wrote:
The rather sparse monster memory for an essentially completely new set of monsters gives me very little confidence in this guys ability to survive very much longer. But you never know.

On 30.3.2009 23:59 will_asher wrote:
I'm not sure if using spoilers is looked down on in competitions (I would think not). It's easy to create a monster spoiler in wizard mode: start a new game (not using the competition savefile), press CRTL-A. The game will ask you to comfirm using wizard mode commands. Then press "
(the quotation mark symbol), and it'll bring up a menu to create spoilers. take note the savefile you use to do this will be forever marked as wizard mode and will be unscored.

On 31.3.2009 09:30 Cave Man wrote:
Thanks, but this wouldn't feel right to me - it would feel like the first step down a very slippery slope. That said, I'd have no objection to others doing this.

On 31.3.2009 09:32 Cave Man wrote:
(Clvl 27, Dlvl 52) Despite numerous near-death experiences, David is still alive. Not as deep as I'd like to have been at this stage, but having zero stealth is an obvious liability, and being unable to see many "stealthy" monsters presents an interesting challenge. Comment for Will_Asher: I don't think a stealthy monster should still be invisible when it’s beating the living daylights out of you while standing next to you.

Desperately need nexus resistance, and, obviously, more hit points - stat pots seem to be very rare. I still don't have a clue about the abilities of most of the monsters, so I'm surviving on a rather bland diet of mature dragons, with orcs and trolls as dessert.


On 31.3.2009 13:28 Cave Man wrote:
[Clvl31, Dlvl67] Starting to feel a bit more confident, owing to some speed, alertness, a decent weapon, and (most of all) telepathy. Still desperately in need of con. Stat potions have proved to be very rare so far (Str: 1, Dex: 2, Wis: 4, Con: 0). Time to dive! An exclusive in the Mordor Times suggests that while Morgoth isn't overly concerned yet, all demons have had their leave cancelled until further notice.

On 31.3.2009 23:55 will_asher wrote:
With stealthy monsters, I'm going to try to make it so the monster automatically becomes seen when you hit it or it hits you, but that'll be next version..
Of course it doesn't make a lot of difference once you have telepathy.
A half-troll paladin has pretty lousy starting alertness.

On 1.4.2009 07:51 Cave Man wrote:
[Clvl38, Dlvl95] Some juicy greater vaults, and liberal use of *destruction* sees David pretty much fully kitted-out for Morgie. Con remains a problem - only two potions found so far. I guess either Cubragol and/or some speed boots would also be appreciated.

Up to now, I've avoided most of the "new" monsters, and I've killed very few uniques. Time to switch from paranoid coward to hunter!


On 1.4.2009 21:01 will_asher wrote:
looking foward to seeing the first ever DaJAngband win..

On 2.4.2009 08:29 Cave Man wrote:
Up to now, David has been a pillar of virtue, a shining example to the community of Arda, unwavering in his holy allegiance and his desire to purge Angband of all evil creatures. Lvl98 provided a GCV designed to test the strength of his faith and virtue. "Come over to the Dark Side, and I'll make you all-powerful" a voice whispered. "OK" says David. Cubragol ... Doomcaller ... The ONE! Having made peace with multiple sources of aggravation and evilness, I could then sort out David’s con problem with Hammerhand. Only found two con potions the whole game (and one Augmentation), despite clearing at least ten dragon pits below Dlvl95, and buying out the BM at least ten times. The pits did provide tons of healing pots, however – and literally millions in gold, mostly wasted in the BM.

Sauron fell very easily - didn't even need to heal once. Morgie would also have fallen easily if it wasn't for a mistake I've made a few times in other games - I got bloated from quaffing potions halfway through the fight. Reduced to +20 speed, with relatively few HP's, double moves were scary. So I ended up teleporting away and running until the bloating passed. Had to do this five or six times, which prolonged the battle considerably – especially as the level was swimming in summoned monsters. My evil outfit had made the fail rate on my healing spell quite high, but I still should have used it more to minimize the bloating problem - as you can see, I'd collected plenty of restore mana pots, but ended up using hardly any.

I never did get to meet most of the new monsters – the deepest unique I killed (apart from S&M) was Scatha. I suspect that with a bit more familiarity with the new monster set, a sub 300k win should be a reasonable target, especially with connected stairs. Not sure whether I’ll give this a try or not – perhaps I’ll just wait for evariste, who’ll probably go sub 200k.


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