The Angband Ladder: djm, Dwarf Priest by <mcguirk@indirect.com>

  [Angband 3.0.3 Character Dump]

 Name   djm                                      Self  RB  CB  EB   Best
 Sex    Male              Age        36   STR! 18/100  +2  -1 +14 18/250
 Race   Dwarf             Height     48   INT! 18/100  -3  -3  +8 18/120
 Class  Priest            Weight    167   WIS! 18/100  +2  +3 +10 18/250
 Title  ***WINNER***      Status      1   DEX! 18/100  -2  -1 +10 18/170
 HP     994/994           Maximize    Y   CON! 18/100  +2  +0 +11 18/230
 SP     391/391           Preserve    Y   CHR! 18/100  -3  +2 +15 18/240

 Level           50       Armor    [44,+112]     Saving Throw  Legendary
 Cur Exp   14952305       Fight    (+43,+36)     Stealth          Superb
 Max Exp   14952305       Melee    (+55,+52)     Fighting      Legendary
 Adv Exp   ********       Shoot    (+61,+18)     Shooting      Legendary
                          Blows       4/turn     Disarming        Superb
 Gold       4347182       Shots       1/turn     Magic Device     Heroic
                                                 Perception    Excellent
 Burden   322.6 lbs       Infra       100 ft     Searching     Excellent

 You are the only child of a Dwarven Prison Guard.  You are the black
 sheep of the family.  You have dark brown eyes, straight black hair, a
 two foot beard, and a dark complexion.



  [Character Equipment]

a) The Bastard Sword of Eowyn (4d4) (+12,+16) (+4 to stealth) {@w0}
   It increases your strength and charisma by 4.  It increases your 
   stealth and speed by 4.  It slays animals, giants, and all evil
   creatures, and it is especially deadly against undead.  It provides
   resistance to cold, fear, dark, and nether.  It cannot be harmed by the
   elements.  
b) The Heavy Crossbow of Umbar (x4) (+18,+18) (+2)
   It increases your strength and constitution by 2.  It increases your 
   shooting power by 2.  It provides resistance to lightning, light, dark,
    and blindness.  It aggravates creatures around you.  It activates for 
   a magical arrow (150) every 20+d20 turns.  It cannot be harmed by the
   elements.  
c) 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 lightning.  It provides resistance to poison, 
   disenchantment, and life draining.  It sustains your strength, 
   dexterity, and constitution.  It slows your metabolism, makes you fall
   like a feather, and speeds your regeneration.  It grants you immunity
   to paralysis and the ability to see invisible things.  It activates for 
   large lightning ball (250) every 20+d20 turns.  It cannot be harmed by
   the elements.  
d) a Ring of Speed (+12)
   It increases your speed by 12.  
e) The Necklace of the Dwarves (+3)
   It increases your strength and constitution by 3.  It increases your 
   infravision by 3.  It provides resistance to fear.  It lights the
   dungeon around you and speeds your regeneration.  It grants you 
   immunity to paralysis and the ability to see invisible things.  It
   cannot be harmed by the elements.  
f) The Palantir of Westernesse (+2)
   It increases your intelligence and wisdom by 2.  It increases your 
   searching and infravision by 2.  It provides resistance to blindness
    and chaos.  It lights the dungeon around you.  It grants you the power
   of telepathy and the ability to see invisible things, but it also 
   aggravates creatures around you and drains experience.  It activates
   for clairvoyance every 50+d50 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, 
   lightning, fire, cold, confusion, sound, and nexus.  It cannot be
   harmed by the elements.  
h) The Shadow Cloak of Tuor [6,+12] (+4)
   It increases your dexterity by 4.  It increases your stealth by 4.  It
   provides immunity to acid.  It grants you immunity to paralysis and the
   ability to see invisible things.  It cannot be harmed by the elements.  
   
i) The Shield of Deflection of Gil-galad [10,+20] (+5)
   It increases your wisdom and charisma by 5.  It provides resistance to 
   acid, lightning, dark, and disenchantment.  It sustains your wisdom, 
   dexterity, and charisma.  It lights the dungeon around you.  It
   activates for starlight (10d8) every 100 turns.  It cannot be harmed by
   the elements.  
j) The Jewel Encrusted Crown of Numenor [0,+18] (+3)
   It increases your intelligence, dexterity, and charisma by 3.  It
   increases your searching and speed by 3.  It provides resistance to 
   cold, light, dark, blindness, sound, and shards.  It lights the dungeon
   around you.  It grants you immunity to paralysis and the ability to see
   invisible things.  It cannot be harmed by the elements.  
k) 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.  
l) a Pair of Soft Leather Boots of Speed [2,+10] (+8)
   It increases your speed by 8.  


  [Character Inventory]

a) 2 Holy Books of Prayers [Beginners Handbook] {@p0@G0@b0!d!k!v}
b) 5 Holy Books of Prayers [Words of Wisdom] {@p1@G1@b1!d!k!v, 25% off}
c) 2 Holy Books of Prayers [Chants and Blessings] {@p2@G2@b2!d!k!v}
d) 3 Holy Books of Prayers [Exorcism and Dispelling] {@p3@G3@b3!d!k!v, 10% off}
e) a Holy Book of Prayers [Ethereal Openings] {@p4@G4@b4!d!k!v}
   It cannot be harmed by the elements.  
f) a Holy Book of Prayers [Godly Insights] {@p5@G5@b5!d!k!v}
   It cannot be harmed by the elements.  
g) a Holy Book of Prayers [Purifications and Healing] {@p6@G6@b6!d!k!v}
   It cannot be harmed by the elements.  
h) a Holy Book of Prayers [Holy Infusions] {@p7@G7@b7!d!k!v}
   It cannot be harmed by the elements.  
i) a Holy Book of Prayers [Wrath of God] {@p8@G8@b8!d!k!v}
   It cannot be harmed by the elements.  
j) 9 Potions of Speed
k) 5 Potions of *Healing*
l) 5 Potions of Life
m) 7 Potions of Restore Mana
n) a Staff of the Magi (3 charges)
o) The Massive Iron Crown of Morgoth [0,+0] (+125) {cursed}
   It increases all your stats by 125.  It increases your infravision by
   125.  It provides resistance to acid, lightning, fire, cold, poison, 
   fear, light, dark, confusion, nexus, and nether.  It lights the dungeon
   around you.  It grants you the power of telepathy and the ability to
   see invisible things, but it also is permanently cursed.  It cannot be
   harmed by the elements.  
p) The Mighty Hammer 'Grond' (9d9) (+5,+25) [+10]
   It slays animals, orcs, trolls, and all evil creatures, and it is
   especially deadly against dragons, demons, and undead.  It creates
   earthquakes on impact.  It grants you the power of telepathy and the
   ability to see invisible things, but it also aggravates creatures
   around you.  It cannot be harmed by the elements.  
q) The Dwarven Pick of Erebor (3d4) (+5,+20) (+5) {@w0}
   It increases your strength and constitution by 5.  It increases your 
   tunneling by 5.  It slays orcs, trolls, and demons.  It is branded with 
   acid.  It provides resistance to light, dark, and chaos.  It sustains
   your strength.  It lights the dungeon around you.  It cannot be harmed
   by the elements.  
r) 26 Bolts of Slay Evil (1d5) (+18,+16) {=g}
   It slays all evil creatures.  
s) 21 Bolts of Acid (1d5) (+10,+17) {=g}
   It is branded with acid.  It cannot be harmed by acid.  
t) 19 Seeker Bolts of Holy Might (4d5) (+24,+27) {=g}
   It slays demons, undead, and all evil creatures.  It is branded with 
   fire.  It is blessed by the gods.  It cannot be harmed by acid and fire
   .  
u) 21 Seeker Bolts of Flame (4d5) (+17,+19) {=g}
   It is branded with fire.  It cannot be harmed by fire.  
v) 28 Seeker Bolts of Slay Evil (4d5) (+17,+15) {=g}
   It slays all evil creatures.  


  [Home Inventory]

a) 7 Scrolls of *Identify*
b) a Ring of Speed (+10)
   It increases your speed by 10.  
c) The Ring of Tulkas (+4)
   It increases your strength, dexterity, and constitution by 4.  It
   provides resistance to fear.  It activates for haste self (75+d75
   turns) every 150+d150 turns.  It cannot be harmed by the elements.  
d) 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 and nether.  
   It sustains your strength, wisdom, constitution, and charisma.  It 
   slows your metabolism and speeds your regeneration.  It grants you 
   immunity to paralysis and the ability to see invisible things.  It
   activates for large fire ball (120) every 20+d20 turns.  It cannot be
   harmed by the elements.  
e) 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 blindness and 
   life draining.  It sustains your intelligence, wisdom, and charisma.  
   It 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 large frost ball
   (200) every 20+d20 turns.  It cannot be harmed by the elements.  
f) The Amulet of Ingwe (+3)
   It increases your intelligence, wisdom, and charisma by 3.  It
   increases your infravision by 3.  It provides resistance to acid, 
   lightning, and cold.  It grants you immunity to paralysis and the
   ability to see invisible things.  It activates for dispel evil (x5)
   every 50+d50 turns.  It cannot be harmed by the elements.  
g) 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.  
h) an Amulet of Weaponmastery (+4,+4) (+2)
   It increases your strength by 2.  It provides resistance to fear and 
   disenchantment.  It sustains your strength and constitution.  It grants
   you immunity to paralysis.  
i) The Arkenstone of Thrain
   It provides resistance to light, dark, and life draining.  It lights
   the dungeon around you.  It grants you the ability to see invisible
   things.  It activates for detection every 30+d30 turns.  It cannot be
   harmed by the elements.  
j) The Chain Mail of Arvedui (-2) [14,+15] (+2)
   It increases your strength and charisma by 2.  It provides resistance
   to acid, lightning, fire, cold, shards, and nexus.  It cannot be harmed
   by the elements.  
k) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3)
   It increases your intelligence, wisdom, and constitution by 3.  It
   provides resistance to acid, poison, and confusion.  It activates for 
   door and trap destruction every 10 turns.  It cannot be harmed by the
   elements.  
l) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4)
   It increases your strength and charisma by 4.  It provides resistance
   to acid, lightning, fire, cold, dark, and disenchantment.  It activates
   for banishment every 500 turns.  It cannot be harmed by the elements.  
m) The Adamantite Plate Mail 'Soulkeeper' (-4) [40,+20] (+2)
   It increases your constitution by 2.  It cannot be harmed by the
   elements.  It might have hidden powers.  
n) The Leather Scale Mail 'Thalkettoth' (-1) [11,+25] (+3)
   It increases your dexterity by 3.  It increases your speed by 3.  It
   provides resistance to acid and shards.  It cannot be harmed by the
   elements.  
o) The Cloak 'Colluin' [1,+15]
   It provides resistance to acid, lightning, fire, cold, and poison.  It
   activates for resistance (20+d20 turns) every 111 turns.  It cannot be
   harmed by the elements.  
p) The Large Leather Shield of the Haradrim [4,+15] (+2)
   It increases your strength and constitution by 2.  It provides
   resistance to poison, fear, and blindness.  It sustains your strength
    and constitution.  It aggravates creatures around you.  It activates
   for berserk rage (50+d50 turns) every 50 turns.  It cannot be harmed by
   the elements.  
q) The Large Metal Shield of Anarion [5,+19]
   It provides resistance to acid, lightning, fire, and cold.  It sustains
   all your stats.  It cannot be harmed by the elements.  
r) The Golden Crown of Gondor [0,+15] (+3)
   It increases your strength, wisdom, and constitution by 3.  It
   increases your speed by 3.  It provides resistance to fire, cold, light
   , blindness, confusion, sound, and chaos.  It lights the dungeon around
   you and speeds your regeneration.  It grants you the ability to see
   invisible things.  It activates for heal (500) every 250 turns.  It
   cannot be harmed by the elements.  
s) 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.  
t) The Metal Cap of Thengel [3,+12] (+3)
   It increases your wisdom and charisma by 3.  It provides resistance to 
   confusion.  It cannot be harmed by the elements.  
u) 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 blindness and confusion.  It
   grants you the ability to see invisible things.  It activates for 
   detection every 55+d55 turns.  It cannot be harmed by the elements.  
v) 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 blessed by the gods.  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.  
w) The Long Bow of Bard (x3) (+17,+19) (+2)
   It increases your dexterity by 2.  It increases your speed and shooting
   power by 2.  It grants you immunity to paralysis.  It cannot be harmed
   by the elements.  
x) 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.  


  [Options]

Adult: Allow purchase of stats using points  : no  (adult_point_based)
Adult: Allow specification of minimal stats  : yes (adult_auto_roller)
Adult: Maximize effect of race/class bonuses : yes (adult_maximize)
Adult: Preserve artifacts when leaving level : yes (adult_preserve)
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: Randomize some of the artifacts (beta): no  (adult_rand_artifacts)
Adult: Don't stack objects on the floor      : no  (adult_no_stacking)
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 15.5.2003 11:37
Last updated on 19.5.2003 14:19

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2723. on the Ladder (of 19090)
622. on the Angband Ladder (of 6561)

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