The Angband Ladder: Forf, Hobbit Paladin by will_asher

  [DaJAngband v1.2.1c Character Dump]

 Name   Forf                                     Self  RB  CB  EB   Best
 Sex    Male              Age        32   Str:     18  -2  +3  +2  18/30  18/20
 Race   Hobbit            Height     36   INT:     10  +2  -2  +0     10
 Class  Paladin           Weight     62   WIS:     16  +1  +1  +1  18/10
 Title  Guardian          Status     68   DEX:     16  +3  +0  +2  18/30
 HP     -37/238           Score    6631   CON:     11  +3  +1  +2     17
 SP     33/45                             CHR:     10  +1  +2  +0     13

 Level           28       Armor    [17,+66]     Saving Throw          81
 Cur Exp      59904       Fight   (+14,+24)     Fighting             197
 Max Exp      59904       Melee   (+23,+33)     Shooting             242
 Adv Exp      73000       Shoot    (+34,+9)     Throwing             198
 MaxDepth    Lev 32       Blows      3/turn     Disarming             69
    Day 13, 4:50:20       Shots      1/turn     Magic Device          58
 Gold         61051       Stealth         5     Alertness             31
 Burden   159.7 lbs       Energy        90%     Searching             24

 You are one of several children of a Hobbit Warrior.  You are a well
 liked child.  You have blue eyes, straight brown hair, and a dark
 complexion.


      abcdefghijkl@       abcdefghijkl@
 Acid:........+.... Blind:.............
 Elec:...+....+.... Confu:.............
 Fire:........+.... Sound:.............
 Cold:........+.... Shard:.............
 Pois:............. Nexus:.............
1/2Po:............. Nethr:.............
 Fear:............. Chaos:.............
 Lite:........+.... Disen:.............
 Dark:........+.... Charm:.............

      abcdefghijkl@       abcdefghijkl@
S.Dig:............. Stea.:.............
Feath:............. Alert:+............
PLite:.....+....... Tunn.:.............
Regen:....+........ Speed:.............
Telep:............. Blows:.............
Dkvis:............. Shots:.............
Invis:............. Might:.............
FrAct:+..........+. ThrwM:.............
HLife:............+      :.............


  [Last Messages]

> You see an Ivory Amulet of Slow Digestion.
> You see a Salamander Skin Wand of Stone to Mud (9 charges).
> You have a Salamander Skin Wand of Stone to Mud (9 charges) (q).
> A line of blue shimmering light appears.
> It breathes shards.
> You have been given a nasty cut.
> The glass golem breathes shards. <2x>
> You have been given a severe cut.
> Low hitpoint warning!
> *** LOW HITPOINT WARNING! ***
> You failed to concentrate hard enough!
> *** LOW HITPOINT WARNING! ***
> The glass golem breathes shards.
> You have been given a deep gash.
> You die.


  [Character Equipment]

a) a dagger of Westernesse (1d4) (+9,+9) (+2 to alertness) {@w0}
   It increases your strength, dexterity, and constitution by 2.    It
   increases your alertness by 10.  It slays orcs, trolls, and giants.  
   It is better for throwing than most melee weapons.  It grants you 
   immunity to paralysis.  
   
   With this weapon, you would currently get 3 blows per round.  You
   can throw 2 of these weapons in one turn.
   
   Each blow will do an average damage of 38.3 against orcs, 38.3
   against trolls, 38.3 against giants, 38.3 against
   electricity-vulnerable creatures, +0.7 when both a slay and brand
   apply, and 32.1 against other monsters.  This weapon can be thrown
   for an average damage of 41.4 against orcs, 41.4 against trolls, 
   41.4 against giants, 41.4 against electricity-vulnerable creatures, 
   +3.4 when both a slay and brand apply, and 13.8 against other
   monsters.  Your chance of scoring a critical hit with this weapon is
   1 in 20 (less when thrown).
   
b) a sling of Accuracy (ML2) (+20,+9)
     
   
   A launcher with an multiplier level (ML) of 2 actually multiplies
   damage by x1.75
   Examine ammo to see average damage.
   
c) a Blue Diamond Ring of Damage (+11)
     
   
d) an Aquamarine Ring of Lightning [+16]
     It brands your melee blows with lightning.  It provides resistance
   to electricity.  It activates for electricity resistance (3+d4
   minutes) and electricity ball (85) every 10+d5 minutes.  It cannot
   be harmed by lightning.  
   
e) a Dragon Tooth Amulet of Regeneration
     It speeds your regeneration.  
   
f) The Phial of Galadriel {@w4}
     It usually provides light of radius 3.  It activates for 
   illumination about every 1+d2 minutes.  It cannot be harmed by the
   elements.  
   
g) soft leather armour [4,+6]
     
   
h) a cloak [1,+0]
     
   
i) The large leather shield of Celegorm [4,+20]
     It provides resistance to acid, electricity, fire, cold, light, 
   and dark.  It is lighter than most armor of its type.  It cannot be
   harmed by the elements.  
   
j) a barbut of Wisdom [4,+7] (+1)
   It increases your wisdom by 1.    It sustains your wisdom.  
   
k) a set of leather gloves [1,+3]
     
   
l) a pair of hard leather boots of Free Action [3,+10]
     It grants you immunity to paralysis.  
   


  [Character Equipment -- Quiver]

n) 25 arrows of Slay Dragon (1d4) (+9,+7)
     It slays dragons.  
   
o) 26 arrows of Slay Undead (1d4) (+6,+5)
     It slays undead.  
   
p) 10 iron shots (1d4) (+0,+0) {@f1=g}
     
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 20.5.  Your chance of scoring a critical shot
   shooting this ammo from your current launcher is 1 in 19.
   
q) 50 rounded pebbles (1d2) (+4,+5) {@f2=g}
     
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 27.5.  Your chance of scoring a critical shot
   shooting this ammo from your current launcher is 1 in 19.
   
r) 22 iron shots of Venom (1d4) (+7,+5) {@f3=g}
     It is branded with poison.  
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 86.8 against poison-vulnerable creatures, and 
   29.2 against other monsters.  Your chance of scoring a critical shot
   shooting this ammo from your current launcher is 1 in 16.
   
s) a throwing axe (1d5) (+3,+3) {@v4=g}
     It is balanced for throwing and can't be used for melee.  You can
   throw 2 of these weapons in one turn.
   
   This weapon can be thrown for an average damage of 25.2 against
   electricity-vulnerable creatures, and 8.4 against other monsters. 
   Your chance of scoring a critical hit when throwing this weapon is 1
   in 16.  Thrown weapons often get the brand from an elemental ring
   but not always. It depends on luck and skill with throwing weapons.
   You have a 74 percent chance of getting the brand from a ring when
   throwing this weapon. Note: Weapons not meant for throwing never get
   the brand from a ring.
   
t) 5 hand grenades (8d3) (+6,+6) {@v7}
     It is balanced for throwing and can't be used for melee.    This
   projectile (almost always) explodes in a radius 2-3 ball of shards
   (or its element if it is branded) when it hits a monster, damaging
   any creatures adjacent to the target monster.  It cannot be harmed
   by cold.  You can throw 2 of these weapons in one turn.
   
   This weapon can be thrown for an average damage of 92.4 against
   electricity-vulnerable creatures, and 61.6 against other monsters. 
   Your chance of scoring a critical hit when throwing this weapon is 1
   in 15.
   
u) a dagger (1d4) (+5,+3) {@v4=g}
     It is better for throwing than most melee weapons.  
   
   With this weapon, you would currently get 2 blows per round.  You
   can throw 2 of these weapons in one turn.
   
   Each blow will do an average damage of 32.3 against
   electricity-vulnerable creatures, and 26.1 against other monsters.  
   This weapon can be thrown for an average damage of 19.8 against
   electricity-vulnerable creatures, and 6.6 against other monsters. 
   Your chance of scoring a critical hit with this weapon is 1 in 22
   (less when thrown).
   
v) a dagger of Slaying (1d4) (+6,+10) {@v8=g}
     It slays bugs and undead.  It is better for throwing than most
   melee weapons.  
   
   With this weapon, you would currently get 2 blows per round.  You
   can throw 2 of these weapons in one turn.
   
   Each blow will do an average damage of 39.3 against undead, 39.3
   against bugs, 39.3 against electricity-vulnerable creatures, +0.7
   when both a slay and brand apply, and 33.1 against other monsters.  
   This weapon can be thrown for an average damage of 45 against
   undead, 45 against bugs, 45 against electricity-vulnerable
   creatures, +3.7 when both a slay and brand apply, and 15 against
   other monsters.  Your chance of scoring a critical hit with this
   weapon is 1 in 22 (less when thrown).
   
w) a long dagger of Slaying (1d5) (+7,+11) {@v9=g}
     It slays giants and creatures vulnerable to silver.  It is better
   for throwing than most melee weapons.  
   
   With this weapon, you would currently get 2 blows per round.
   
   Each blow will do an average damage of 48 against creatures
   vulnerable to silver, 48 against giants, 48 against
   electricity-vulnerable creatures, +1.2 when both a slay and brand
   apply, and 38 against other monsters.  Note that no multipliers from
   a silver weapon work against silver monsters.  This weapon can be
   thrown for an average damage of 50.4 against creatures vulnerable to
   silver, 50.4 against giants, 50.4 against electricity-vulnerable
   creatures, +4.2 when both a slay and brand apply, and 16.8 against
   other monsters.  Your chance of scoring a critical hit with this
   weapon is 1 in 19 (less when thrown).
   


  [Character Inventory]

a) 2 Holy Books of Prayers [Beginner's Handbook] {@p1@b1@G1}
     
   
b) 2 Holy Books of Prayers [Godly Insights] {@p2@b2@G2}
     
   
c) 2 Holy Books of Prayers [Defences of Light] {@p3@b3@G3}
     
   
d) a Holy Book of Prayers [Exorcism and Dispelling] {@p4@b4@G4}
     
   
e) a Furry Mushroom of Clear Mind
     
   
f) 12 Purple Speckled Potions of Cure Critical Wounds {@q1}
     
   
g) a Cyan Potion of Healing {@q2}
     
   
h) a Scroll titled "sitam mem" of Phase Door {@r1}
     
   
i) 3 Scrolls titled "primptum" of Teleport Level {@r7 !*}
     
   
j) 6 Scrolls titled "res puto ortus" of Word of Recall {@r3}
     
   
k) 4 Scrolls titled "ilis exstigna" of Identify {@r2}
     
   
l) 4 Tin-Plated Rods of Trap Location {@z3}
     
   
m) a Zinc Rod of Teleport Other {@z7}
     
   
n) 3 Engraved Gold Rods of Light {@z4}
     
   
o) a Nickel-Plated Rod of Acid Bolts {@z6}
     
   
p) 2 Bronze-Plated Rods of Fire Bolts {@z5}
     
   
q) a Salamander Skin Wand of Stone to Mud (9 charges)
     
   
r) a Wych Elm Staff of Slow Monsters (1d5) (+0,+0) (18 charges)
     
   
   With this weapon, you would currently get 2 blows per round.
   
   Each blow will do an average damage of 41 against
   electricity-vulnerable creatures, and 29 against other monsters. 
   Your chance of scoring a critical hit with this weapon is 1 in 23.
   
s) soft leather armour of Resist Cold [4,+6]
     It provides resistance to cold.  It cannot be harmed by cold.  
   
t) a long dagger of *Slay Demon* (1d5) (+7,+8) (+2) {@w2}
   It increases your intelligence by 2.    It is especially deadly
   against demons.  It provides resistance to fire.  It is better for
   throwing than most melee weapons.   It senses the presence of
   demons.  
   
   With this weapon, you would currently get 2 blows per round.
   
   Each blow will do an average damage of 45 against
   electricity-vulnerable creatures, 55 against demons, and 35 against
   other monsters.  This weapon can be thrown for an average damage of 
   39.6 against electricity-vulnerable creatures, 66 against demons, 
   and 13.2 against other monsters.  Your chance of scoring a critical
   hit with this weapon is 1 in 21 (less when thrown).
   


  [Home Inventory]

a) 2 Holy Books of Prayers [Godly Insights] {@p2@b2@G2}
     
   
b) an Orange Potion of Restore Mana
     
   
c) 27 Scrolls titled "pro quens" of Teleportation {@r9 !*}
     
   
d) 58 Scrolls titled "primptum" of Teleport Level {@r7 !*}
     
   
e) 9 Scrolls titled "co duco vendio" of *Identify*
     
   
f) 2 Salamander Skin Wands of Stone to Mud (11 charges)
     
   
g) 5 Kracken Fin Wands of Slow Monster (59 charges)
     
   
h) 2 Phoenix Spices Wands of Wonder (38 charges)
     It cannot be harmed by the elements.  
   
i) 2 Ebony Staffs of Teleportation (1d5) (+0,+0) (16 charges) {@u9 !*}
     
   
   With this weapon, you would currently get 2 blows per round.
   
   Each blow will do an average damage of 41 against
   electricity-vulnerable creatures, and 29 against other monsters. 
   Your chance of scoring a critical hit with this weapon is 1 in 23.
   
j) 3 Hazel Staffs of Treasure & Object Location (1d5) (+0,+0) (46 charges)
     
   
   With this weapon, you would currently get 2 blows per round.
   
   Each blow will do an average damage of 41 against
   electricity-vulnerable creatures, and 29 against other monsters. 
   Your chance of scoring a critical hit with this weapon is 1 in 23.
   
k) a Hawthorn Staff of Trap Location of Lightning (1d5) (+4,+9) (7 charges) {@}
     It is branded with lightning.  It provides resistance to 
   electricity.  It cannot be harmed by lightning.  
   
   With this weapon, you would currently get 2 blows per round.
   
   Each blow will do an average damage of 50 against
   electricity-vulnerable creatures, and 38 against other monsters. 
   Your chance of scoring a critical hit with this weapon is 1 in 21.
   
l) a Wych Elm Staff of Slow Monsters (1d5) (+0,+0) (19 charges)
     
   
   With this weapon, you would currently get 2 blows per round.
   
   Each blow will do an average damage of 41 against
   electricity-vulnerable creatures, and 29 against other monsters. 
   Your chance of scoring a critical hit with this weapon is 1 in 22.
   
m) a Lapis Lazuli Ring of Resist Fire
     It provides resistance to fire.  It cannot be harmed by fire.  
   
n) a Granite Ring of Free Action
     It grants you immunity to paralysis.  
   
o) a Chrysoberyl Ring of Alertness (+2)
     It increases your alertness by 10.  
   
p) The dagger 'Narthanc' (2d4) (+7,+7) {@w1}
     It is branded with fire.  It provides resistance to fire.  It is
   better for throwing than most melee weapons.  It activates for fire
   bolt (9d8) about every 1+d1 minutes.  It cannot be harmed by the
   elements.  
   
   With this weapon, you would currently get 2 blows per round.  You
   can throw 2 of these weapons in one turn.
   
   Each blow will do an average damage of 43.8 against
   electricity-vulnerable creatures, 43.8 against fire-vulnerable
   creatures, +1.4 when both brands apply, and 32.6 against other
   monsters.  This weapon can be thrown for an average damage of 43.2
   against electricity-vulnerable creatures, 43.2 against
   fire-vulnerable creatures, +3.6 when both brands apply, and 14.4
   against other monsters.  Your chance of scoring a critical hit with
   this weapon is 1 in 21 (less when thrown).
   
q) The dagger 'Nimthanc' (2d4) (+4,+6)
     It is branded with frost.  It provides resistance to cold.  It is
   better for throwing than most melee weapons.  It activates for frost
   bolt (6d8) about every 1+d1 minutes.  It cannot be harmed by the
   elements.  
   
   With this weapon, you would currently get 2 blows per round.  You
   can throw 2 of these weapons in one turn.
   
   Each blow will do an average damage of 42.8 against
   electricity-vulnerable creatures, 42.8 against frost-vulnerable
   creatures, +1.4 when both brands apply, and 31.6 against other
   monsters.  This weapon can be thrown for an average damage of 39.6
   against electricity-vulnerable creatures, 39.6 against
   frost-vulnerable creatures, +3.3 when both brands apply, and 13.2
   against other monsters.  Your chance of scoring a critical hit with
   this weapon is 1 in 23 (less when thrown).
   
r) 4 throwing axes of Critical Weight (2d5) (+7,+5) {@v2=g}
     It increases likelihood of critical hits and is balanced for
   throwing and can't be used for melee.  You can throw 2 of these
   weapons in one turn.
   
   This weapon can be thrown for an average damage of 46.2 against
   electricity-vulnerable creatures, and 15.4 against other monsters. 
   Your chance of scoring a critical hit when throwing this weapon is 1
   in 11.  Thrown weapons often get the brand from an elemental ring
   but not always. It depends on luck and skill with throwing weapons.
   You have a 74 percent chance of getting the brand from a ring when
   throwing this weapon. Note: Weapons not meant for throwing never get
   the brand from a ring.
   
s) a battle axe of Lightning (2d8) (+7,+4)
     It is branded with lightning.  It provides resistance to 
   electricity.  It cannot be harmed by lightning.  
   
   With this weapon, you would currently get 1 blow per round.
   
   Each blow will do an average damage of 71.9 against
   electricity-vulnerable creatures, and 43.3 against other monsters. 
   Your chance of scoring a critical hit with this weapon is 1 in 12.
   
t) a shovel (1d2) (+3,+8) (+1) {@w0}
   It increases your tunneling by 1.  
   
   With this weapon, you would currently get 1 blow per round.
   
   Each blow will do an average damage of 45.4 against
   electricity-vulnerable creatures, and 35.8 against other monsters
   (add +1.2 damage against creatures vulnerable to rock remover). 
   Your chance of scoring a critical hit with this weapon is 1 in 21.
   
u) a long bow (ML3) (+0,+0)
     
   
   A launcher with an multiplier level (ML) of 3 actually multiplies
   damage by x2.625
   Examine ammo to see average damage.
   
v) 18 bolts (1d5) (+4,+5)
     
   
w) 18 arrows of Wounding (1d4) (+11,+9)
     
   
x) 17 arrows (1d4) (+6,+6)
     
   
y) 14 arrows (1d4) (+3,+3) {@f3=g}
     
   
z) 26 rounded pebbles of Lightning (1d2) (+7,+7) {@f3=g}
     It is branded with lightning.  It cannot be harmed by lightning.  
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 92.2 against electricity-vulnerable creatures, 
   and 31 against other monsters.  Your chance of scoring a critical
   shot shooting this ammo from your current launcher is 1 in 18.
   
{) 29 iron shots (1d4) (+5,+5) {@f3=g}
     
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 29.2.  Your chance of scoring a critical shot
   shooting this ammo from your current launcher is 1 in 18.
   


Forf the Hobbit Paladin
Began the quest to kill Morgoth on 06/27/2010 at 06:00 PM
============================================================
                       CHAR.  
| DAY,  TIME  | DEPTH |LEVEL| EVENT
============================================================
| 1, 07:54:58 |     2 |  5  | Reached level 5
| 1, 12:23:42 |     2 |  6  | Killed Grip, Farmer Maggot's dog
| 1, 15:43:37 |     3 |  7  | Killed Fang, Farmer Maggot's dog
| 2, 02:33:25 |     5 | 10  | Reached level 10
| 2, 04:17:12 |     5 | 10  | Killed Bill Ferny, agent of Saruman
| 3, 13:12:47 |     8 | 14  | Killed Lotho Sackville-Baggins
| 3, 13:12:47 |     8 | 15  | Reached level 15
| 3, 16:44:02 |     8 | 16  | Killed The Great Goblin
| 4, 14:38:31 |    11 | 18  | Killed The Dunlending Agent of the Nazgul
| 4, 15:50:15 |    11 | 18  | Killed Radbug of Cirith Ungol
| 4, 21:12:11 |    11 | 19  | Killed Golfimbul, the Hill Orc Chief
| 5, 09:00:55 |    13 | 20  | Reached level 20
| 5, 11:40:43 |    13 | 20  | Killed Ufthak of Cirith Ungol
| 5, 20:05:30 |  Town | 20  | Killed Ted Sandyman, the Miller
| 6, 17:59:47 |    16 | 21  | Killed Mughash the Kobold Lord
| 7, 01:14:00 |    16 | 21  | Found The dagger 'Narthanc'
| 8, 21:36:40 |    19 | 25  | Reached level 25
| 9, 08:06:10 |    20 | 25  | Found The dagger 'Nimthanc'
| 9, 08:25:25 |    20 | 25  | Killed Lugdush the Uruk
| 9, 20:40:27 |    21 | 26  | Killed Wormtongue, Agent of Saruman
|10, 09:38:47 |    24 | 26  | Killed Ulfast, Son of Ulfang
|10, 12:57:53 |    26 | 26  | Killed Gollum
|10, 13:04:30 |    26 | 26  | Found The Phial of Galadriel
|10, 19:33:55 |  Town | 27  | Killed Harry Goatleaf
|11, 20:48:00 |  Town | 27  | =lightning dL29
|12, 13:22:40 |    30 | 27  | Found The large leather shield of Celegorm
============================================================
|13, 04:50:20 |    32 | 28  | Killed by a glass golem.
|13, 04:50:20 |    32 | 28  | Killed on 06/30/2010 at 11:14 PM.
============================================================
============================================================


  [Options]

Adult: Maximize effect of race/class bonuses : yes (adult_maximize)
Adult: Randomize some of the artifacts (beta): no  (adult_randarts)
A: Randomize randart names (if randarts is on): yes (adult_randnames)
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: Everything is already IDed            : no  (score_noid)
Score: Allow player to avoid death           : no  (score_live)



Posted on 28.6.2010 07:35
Last updated on 1.7.2010 06:15

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13347. on the Ladder (of 19090)
40. on the DaJAngband Ladder (of 100)
49. for this player (

Comments

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On 29.6.2010 06:28 will_asher wrote:
I just noticed Narthanc and Nimthanc can't be put into the quiver like most daggers can. I thought artifact daggers would inherit that flag from the base item in object.txt, but I guess I have to give them the flag in artifact.txt also.

On 1.7.2010 06:27 will_asher wrote:
I gave the aritfact daggers the PTHROW flag which they had failed to inherit from the dagger base item. And then I died.
Glass golems are dangerous without Rshards.
The glass golem was in a dark tunnel and I wanted to see what was breathing on me, then I failed to portal away. Curiousity killed the Forf.
Now I'll go disappear for a month or so..

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