The Angband Ladder: Durek, Longbeard Warrior by Malak Darkhunter

  [FAangband 2.0.1 Character Dump]

 Name   Durek        Age             22          Self  RB  CB  EB   Best
 Race   Longbeard    Height        4'4"   STR:  18/70  +3  +3  +3 18/160
 Class  Warrior      Weight   10st 10lb   INT:     14  +1  -2  +2     15
 Title  Commando     Turns used:          WIS:     15  -1  -2  +5     17
 HP     475/493      Game        599485   DEX:  18/39  +2  +2  +3 18/109
 SP     0/0          Standard     66172   CON:     17  +2  +2  +3  18/60
 Gold   93728        Resting       1626

 Level                 34    Armor      [71,+58]    Saving Throw     64%
 Cur Exp           324987    Melee      4d6,+99%    Stealth         Poor
 Max Exp           324987    To-hit       75,+49    Disarm - phys.   88%
 Adv Exp           350000    Blows      4.0/turn    Disarm - magic   58%
 Burden          145.7 lb    Shoot to-dam    +16    Magic Devices     45
 Overweight      -34.2 lb    To-hit       69,+42    Searching        52%
 Max Depth    1950' (L39)    Shots      1.5/turn    Infravision    60 ft
                                                    Speed       2 (1.2x)

 Recall pts: Nargothrond 39


 You are the only child of a Dwarven Miner.  You are a credit to the
 family.  You have dark brown eyes, straight black hair, a two foot
Resistances              Abilities
 Acid:...++........  64% pFear:...+........+
 Elec:+.......+....  56% pBlnd:.........+..+
 Fire:+.......+....  54% pConf:.............
 Cold:+.......+....  53% pStun:.............
 Pois:.............   0% HLife:.............
Light:.............   0% Regen:+............
 Dark:.............   0%   ESP:.........+...
Sound:.............   0% S.Inv:.............
Shard:.............   0% FrAct:......+...+..
Nexus:...........+.  40% Feath:...........+.
Nethr:.............   0% S.Dig:.............
Chaos:.............   0% TrpIm:.............
Disen:....-........ -10% Darkn:.............

Modifiers                Hindrances
Stea.:2......2..... 4    ImpHP:.............
Sear.:............. 0    ImpSP:.............
Infra:......1.....5 6     Fear:.............
Tunn.:............2 2    Aggrv:..+..........
Speed:..2.......... 2    NoTel:.............
Blows:............. 0    DrExp:.............
Shots:............. 0    Stick:.............
Might:............. 0    Fragl:.............
Light:1....4....... 5
D.Red:............. 0
MMast:............. 0
Moves:............. 0


  [Character Equipment]

a) the Maul Rantandos (4d6) (+17,+14) <+3, +2, +1>
     Found lying on the floor in a vault in Amon Rûdh 29
     
     +3 wisdom.
     +2 stealth.
     +1 light.
     Slays dragons, evil creatures.
     Branded with lightning.
     Provides resistance to Lightning (35%), Fire (40%), Cold (35%).
     Cannot be harmed by Acid, Fire.
     Speeds regeneration.  
     
     Combat info:
     4.0 blows/round.
     With +2 STR and +0 DEX you would get 4.1 blows
     With +0 STR and +2 DEX you would get 4.3 blows
     Average damage/round: 297.9 vs dragons, 252.7 vs creatures not
     resistant to lightning, 222.6 vs evil creatures, and 148.7 vs.
     others.
     
     
     Hafted weapons rely on blunt force to inflict damage.
b) a Heavy Crossbow of Accuracy (x4) (+10,+16)
     Dropped by a chaos drake in Nargothrond 36
     
     accurate shooting.  
     
     
     Missile launchers allow you to inflict damage from a distance
     without using magic.
c) a Steel Ring of Combat (+11,+0) <+2>
     Bought from a store
     
     +2 speed.
     Aggravates creatures nearby.  
     
     
     You may wear a ring upon each of your two ring fingers, and
     benefit or suffer from the magics it contains.
d) a Brass Ring of Combat (+6,+4) <+1>
     Bought from a store
     
     +1 strength.
     +1 dexterity.
     Provides resistance to Acid (45%).
     Provides protection from fear.
     
     
     You may wear a ring upon each of your two ring fingers, and
     benefit or suffer from the magics it contains.
e) a Malachite Amulet of Sustenance
     Found lying on the floor of a special room in Amon Rûdh 20
     
     Provides resistance to Acid (34%).
     Makes you vulnerable to Disenchantment (10%).
     Sustains strength, dexterity, constitution.
     
     
     Amulets slip around your neck, and almost all have magics wondrous
     or perilous bound inside.
f) the Lamp of Gwindor <+4>
     Found lying on the floor in Hithaeglir 3
     
     +4 light.
     Cannot be harmed by Fire.
     Intensity 4 light.
     
     When activated, it illuminates the surrounding area, dealing 2d15
     damage to light-sensitive monsters.
     Takes 13 to 24 turns to recharge at your current speed.
     Your chance of success is 95.2%
     
     
     An adventurer who cannot see is dog food.  The further away your
     illumination ends, the greater your chance to ready yourself for
     desperate combat.
g) Chain Mail (Dwarven) (-2) [32,+19] <+2, +1>
     Found lying on the floor in Nargothrond 36
     
     +2 strength.
     +1 constitution.
     +1 infravision.
     Cannot be harmed by Acid.
     Prevents paralysis.  
     
     
     Some kind of body protection will become a necessity as you face
     ever more dangerous opponents; rare items of this type may hold
     many and varied protective magics.
h) a Cloak of Stealth [1,+3] <+2>
     Dropped by a balance drake in Nargothrond 34
     
     +2 stealth.
     
     
     Experienced adventurers wrap a cloak around their body.  Some rare
     items of this type may allow you to slip silently around less
     alert enemies.
i) a Wicker Shield of Resistance [2,+9]
     Bought from a store
     
     Provides resistance to Lightning (32%), Fire (23%), Cold (27%).
     Cannot be harmed by Acid.
     
     
     Shields can be worn on your arm, or on your back if you need both
     hands to use your weapon.  So protective can a shield be that it
     can reduce damage as much or more than body armour, and you can
     perhaps deflect physical missiles (even shards) or take advantage
     of opportunities to bash your foe if you have one on your arm.
j) the Hard Leather Cap of Mablung [2,+10] <+2>
     Dropped by a law drake in Nargothrond 39
     
     
     It was borne by Mablung, chief hunter of King Thingol.
     +2 intelligence.
     +2 wisdom.
     Provides protection from blindness.
     Cannot be harmed by Acid.
     Grants telepathy.  
     
     
     Many a blow will be struck upon your head, and protection here
     will certainly be helpful.  Some rare items may protect and
     enhance your mind.
k) a Set of Mithril Gauntlets of Free Action [6,+3]
     Found lying on the floor in a vault in Nargothrond 36
     
     Cannot be harmed by Acid, Fire.
     Prevents paralysis.  
     
     
     Your hands would benefit from protection too.
l) a Pair of Steel Shod Boots of Stability [7,+8]
     Found lying on the floor in a vault in Nargothrond 36
     
     Provides resistance to Nexus (40%).
     Cannot be harmed by Fire.
     Feather Falling.  
     
     
     Footwear protects the feet only, but some rare items of this type
     have magics to render them fleet, light, or steady.




  [Character Inventory]

a) 7 Light Brown Potions of Cure Light Wounds
     
     Healers, alchemists, and sages create potions in vast quantities,
     and store them in small flasks of clear glass or gleaming crystal.
      Once quaffed, a potion is guaranteed to work, but not every
     strange liquid was mixed for your benefit...
b) 9 Chartreuse Potions of Cure Serious Wounds
     
     Healers, alchemists, and sages create potions in vast quantities,
     and store them in small flasks of clear glass or gleaming crystal.
      Once quaffed, a potion is guaranteed to work, but not every
     strange liquid was mixed for your benefit...
c) 11 Light Blue Potions of Cure Critical Wounds
     
     Healers, alchemists, and sages create potions in vast quantities,
     and store them in small flasks of clear glass or gleaming crystal.
      Once quaffed, a potion is guaranteed to work, but not every
     strange liquid was mixed for your benefit...
d) a Mustard Yellow Potion of Healing
     
     Healers, alchemists, and sages create potions in vast quantities,
     and store them in small flasks of clear glass or gleaming crystal.
      Once quaffed, a potion is guaranteed to work, but not every
     strange liquid was mixed for your benefit...
e) 4 Light Yellow Potions of Enlightenment
     
     Healers, alchemists, and sages create potions in vast quantities,
     and store them in small flasks of clear glass or gleaming crystal.
      Once quaffed, a potion is guaranteed to work, but not every
     strange liquid was mixed for your benefit...
f) 11 Dark Red Potions of Heroism
     
     Healers, alchemists, and sages create potions in vast quantities,
     and store them in small flasks of clear glass or gleaming crystal.
      Once quaffed, a potion is guaranteed to work, but not every
     strange liquid was mixed for your benefit...
g) a Vermilion Potion of Berserk Strength
     
     Healers, alchemists, and sages create potions in vast quantities,
     and store them in small flasks of clear glass or gleaming crystal.
      Once quaffed, a potion is guaranteed to work, but not every
     strange liquid was mixed for your benefit...
h) 15 Scrolls titled "idio agentus" of Phase Door
     
     One will often find sheets of parchment with magic spells.  They
     are easy to read, and are a warrior or paladin's best chance at
     making use of magic.
i) 5 Scrolls titled "pertus ca vus" of Teleportation
     
     One will often find sheets of parchment with magic spells.  They
     are easy to read, and are a warrior or paladin's best chance at
     making use of magic.
j) 8 Scrolls titled "fentrum ascus" of Remove Hunger
     
     One will often find sheets of parchment with magic spells.  They
     are easy to read, and are a warrior or paladin's best chance at
     making use of magic.
k) 8 Scrolls titled "ponons pursus" of Word of Recall
     
     One will often find sheets of parchment with magic spells.  They
     are easy to read, and are a warrior or paladin's best chance at
     making use of magic.
l) 2 Ivory Rods of Treasure Location
     
     The magics stored in rods never run out, given enough time between
     uses to recover.  Rods can do a lot of damage, but they affect
     only small areas.  Bolt spells in rods seldom or never beam.
m) 2 Lead-Plated Rods of Magic Mapping
     
     The magics stored in rods never run out, given enough time between
     uses to recover.  Rods can do a lot of damage, but they affect
     only small areas.  Bolt spells in rods seldom or never beam.
n) 3 Tin Rods of Curing
     
     The magics stored in rods never run out, given enough time between
     uses to recover.  Rods can do a lot of damage, but they affect
     only small areas.  Bolt spells in rods seldom or never beam.
o) 2 Gold Rods of Illumination
     
     The magics stored in rods never run out, given enough time between
     uses to recover.  Rods can do a lot of damage, but they affect
     only small areas.  Bolt spells in rods seldom or never beam.
p) a Copper-Plated Rod of Recall
     Cannot be harmed by Lightning.
     
     
     The magics stored in rods never run out, given enough time between
     uses to recover.  Rods can do a lot of damage, but they affect
     only small areas.  Bolt spells in rods seldom or never beam.
q) 2 Titanium Wands of Teleport Other (13 charges)
     
     Wands hold a variety of spells, useful both in combat and for
     exploration.  Bolt spells in wands often beam, and ball spells
     affect large areas.  Once its charges are exhausted, a wand is
     useless until recharged.
r) a Hickory Staff of Teleportation (7 charges)
     
     Staffs are heavy, and take up plenty of space in your backpack,
     but can hold a lot of sometimes powerful spells that affect large
     areas.  Staffs recharge easily and well.




  [Character Quiver]

0) 15 Bolts of Flame (2d5) (+7,+5)
     Branded with fire.
     
     Combat info:
     When fired, hits targets up to 100 feet away.
     Average damage/round: 169.7 vs creatures not resistant to fire and
     99.6 vs. others.
     20% chance of breaking upon contact.
     
     
     Crossbow ammo.
1) 23 Bolts of Acid (2d5) (+13,+8)
     Branded with acid.
     Cannot be harmed by Acid.
     
     Combat info:
     When fired, hits targets up to 100 feet away.
     Average damage/round: 175.8 vs creatures not resistant to acid and
     103.2 vs. others.
     20% chance of breaking upon contact.
     
     
     Crossbow ammo.


  [Home Inventory]

a) 2 Crumbly Mushrooms of Vigor
     
     Deep in the murky dungeons strange mushrooms grow, and monsters
     rout about sealed packets of food that their owners will never
     need again.
b) 3 Sips of Miruvor
     
     Deep in the murky dungeons strange mushrooms grow, and monsters
     rout about sealed packets of food that their owners will never
     need again.
c) 7 Scrolls titled "sepio solvada" of Enchant Weapon To-Hit
     
     One will often find sheets of parchment with magic spells.  They
     are easy to read, and are a warrior or paladin's best chance at
     making use of magic.
d) 6 Scrolls titled "sollo sperto" of Enchant Weapon To-Dam
     
     One will often find sheets of parchment with magic spells.  They
     are easy to read, and are a warrior or paladin's best chance at
     making use of magic.
e) 13 Scrolls titled "mo corrio mis" of Enchant Armour
     
     One will often find sheets of parchment with magic spells.  They
     are easy to read, and are a warrior or paladin's best chance at
     making use of magic.
f) a Pearl Amulet of Trickery <+4, +3, +2, +1>
     Found lying on the floor in Nargothrond 39
     
     +4 dexterity.
     +3 stealth.
     +2 searching skill.
     +1 extra moves.
     Provides resistance to Poison (35%), Nexus (50%).
     Sustains dexterity.
     
     
     Amulets slip around your neck, and almost all have magics wondrous
     or perilous bound inside.
g) Metal Lamellar Armour of Elvenkind (-3) [58,+13] <+3>
     Found lying on the floor in a vault in Nargothrond 36
     
     +3 stealth.
     Provides resistance to Acid (40%), Lightning (40%), Fire (40%),
     Cold (40%), Chaos (48%).
     Cannot be harmed by Acid.
     
     
     Some kind of body protection will become a necessity as you face
     ever more dangerous opponents; rare items of this type may hold
     many and varied protective magics.
h) a Metal Cap of Telepathy [3,+6]
     Dropped by an olog in Arena Town
     
     Grants telepathy.  
     
     
     Many a blow will be struck upon your head, and protection here
     will certainly be helpful.  Some rare items may protect and
     enhance your mind.
i) a Pair of Leather Boots of Free Action [2,+1]
     Dropped by an orc shaman in Amon Rûdh 27
     
     Prevents paralysis.  
     
     
     Footwear protects the feet only, but some rare items of this type
     have magics to render them fleet, light, or steady.
j) a Pair of Steel Shod Boots of Stability [7,+2]
     Found lying on the floor in a vault in Nargothrond 36
     
     Provides resistance to Nexus (40%).
     Cannot be harmed by Fire.
     Feather Falling.  
     
     
     Footwear protects the feet only, but some rare items of this type
     have magics to render them fleet, light, or steady.
k) the Dagger 'Narthanc' (1d5) (+8,+5)
     Found lying on the floor in Amon Rûdh 20
     
     Branded with fire.
     Provides resistance to Fire (50%).
     Cannot be harmed by Acid.
     Is ideal for throwing.  
     
     When activated, it fires a fire bolt for 6d8 damage.
     Takes 9 to 16 turns to recharge at your current speed.
     Your chance of success is 95.0%
     
     Combat info:
     5.2 blows/round.
     With +0 STR and +2 DEX you would get 5.5 blows
     Average damage/round: 106.8 vs creatures not resistant to fire and
     62.9 vs. others.
     Average thrown damage: 88.7 vs creatures not resistant to fire and
     52.2 vs. others.
     
     
     The effectiveness of edged weapons depends on keen edges and sharp
     points.  They tend to be quite light and are easy to use, but some
     may not deal enough damage for your liking.
l) a Broad Sword (Holy Avenger) (2d5) (+13,+15) [+1] <+3>
     Found lying on the floor in Nargothrond 38
     
     +3 wisdom.
     Slays undead, demons, evil creatures.
     Provides protection from fear.
     Sustains dexterity.
     Grants the ability to see invisible things.  blessing by the valar
     (combat bonuses for holy casters).  
     
     Combat info:
     4.3 blows/round.
     With +3 STR and +0 DEX you would get 4.5 blows
     With +0 STR and +2 DEX you would get 4.7 blows
     Average damage/round: 176.3 vs undead and demons, 130.9 vs evil
     creatures, and 87.8 vs. others.
     
     
     The effectiveness of edged weapons depends on keen edges and sharp
     points.  They tend to be quite light and are easy to use, but some
     may not deal enough damage for your liking.
m) a Zweihander of the Noldor (3d6) (+9,+11) <+2>
     Dropped by a spirit naga in Nargothrond 36
     
     +2 strength.
     +2 dexterity.
     +2 constitution.
     Slays giants, trolls, orcs.
     Grants the ability to see invisible things.  Prevents paralysis. 
     preferring two-handed wielding.  
     
     Combat info:
     4.5 blows/round.
     With +4 STR and +0 DEX you would get 4.7 blows
     With +0 STR and +3 DEX you would get 4.7 blows
     Average damage/round: 270.9 vs giants, trolls, and orcs, and 135.1
     vs. others.
     
     
     The effectiveness of edged weapons depends on keen edges and sharp
     points.  They tend to be quite light and are easy to use, but some
     may not deal enough damage for your liking.
n) the Flail of Galdor (2d6) (+15,+10) <+2>
     Dropped by The Thief of the Mountains in Amon Rûdh 29
     
     +2 dexterity.
     Branded with cold.
     Provides resistance to Cold (45%).
     Cannot be harmed by Acid, Fire.
     Grants telepathy.  
     
     When activated, it fires a sphere of frost for 90 damage.
     Your chance of success is 95.3%
     
     Combat info:
     4.7 blows/round.
     With +3 STR and +0 DEX you would get 5.0 blows
     With +0 STR and +3 DEX you would get 5.0 blows
     Average damage/round: 177.1 vs creatures not resistant to cold and
     104 vs. others.
     
     
     Hafted weapons rely on blunt force to inflict damage.
o) the Mace Athim (3d4) (+13,+12) [+4] <+1>
     Found lying on the floor in Amon Rûdh 22
     
     +1 strength.
     Slays trolls (powerfully), giants, orcs.
     Cannot be harmed by Acid, Fire.
     
     Combat info:
     4.5 blows/round.
     With +1 STR and +0 DEX you would get 4.7 blows
     With +0 STR and +2 DEX you would get 5.0 blows
     Average damage/round: 241.8 vs trolls, 194 vs giants and orcs, and
     96.5 vs. others.
     
     
     Hafted weapons rely on blunt force to inflict damage.


[Player history]
      Turn   Depth  Note
         0      0'  Began the quest to destroy Morgoth.
        98      0'  Gained the Athletics specialty.
        98      0'  Gained the Fury specialty.
       195     50'  Reached level 2
       638     50'  Reached level 3
      3564    100'  Killed Pongo the Devious
      3564    100'  Reached level 4
      3787    100'  Reached level 5
      4194    100'  Reached level 6
      4582    150'  Found the Lamp of Gwindor
      4775    150'  Reached level 7
      5543    200'  Reached level 8
      6059    200'  Reached level 9
      7252    300'  Reached level 10
      8786    350'  Reached level 11
      9400    400'  Killed Balcmeg, the cave orc
      9736    400'  Reached level 12
     11111    500'  Reached level 13
     11544    550'  Killed Orfax, Son of Boldor
     11879    550'  Reached level 14
     11944    550'  Killed Ulfast, son of Ulfang
     12883    550'  Reached level 15
     13840    600'  Killed Antoine, the Zombie
     13864    600'  Reached level 16
     14837    700'  Reached level 17
     14870    700'  Reached level 18
     14925    700'  Reached level 19
     15604    700'  Reached level 20
     17821    750'  Reached level 21
     20061    900'  Killed Robert Ruehlma, the Spirit
     20397    900'  Reached level 22
     22256   1000'  Killed Leon Marrick, the Spirit
     22278   1000'  Reached level 23
     22985   1000'  Found the Dagger 'Narthanc'
     23630   1000'  Reached level 24
     24424   1050'  Killed Lug, the hill orc
     25278   1100'  Found the Mace Athim
     26304   1100'  Reached level 25
     27726   1150'  Killed Othrod, Lord of the orcs
     29440   1200'  Killed Khîm, Son of Mîm
     29960   1200'  Reached level 26
     31482      0'  Killed The Complainer
     35952   1350'  Reached level 27
     39028   1450'  Found the Maul Rantandos
     39144   1450'  Killed Brodda, the Easterling
     40725   1450'  Reached level 28
     43832   1450'  Killed Ibun, Son of Mîm
     44220   1450'  Killed The Thief of the Mountains
     44221   1450'  Found the Flail of Galdor
     44375   1450'  Killed Mughâsh the Kobold Lord
     45568   1450'  Killed Orcogar, son of Orcobal
     46256   1500'  Reached level 29
     46514   1500'  Killed Mîm, Betrayer of Turin
     46519   1500'  Gained the Armor Mastery specialty.
     47364   1500'  Reached level 29
     48698   1600'  Killed Uldor the Accursed
     50142   1700'  Killed Ulwarth, Son of Ulfang
     50385   1700'  Reached level 30
     53332   1800'  Reached level 31
     53440   1800'  Reached level 31
     53968      0'  Reached level 31
     55298   1800'  Reached level 32
     56753   1800'  Reached level 33
     58190   1800'  Killed Lokkak, the Ogre Chieftain
     59382   1850'  Killed Orcobal the Mighty
     60164   1850'  Reached level 34
     60481   1850'  Reached level 34
     61992   1900'  Killed Draebor, the Imp
     63155   1950'  Found the Hard Leather Cap of Mablung
     64583   1950'  Killed Lorgan, Chief of the Easterlings


  [Options]

  [User interface]

Use the roguelike command keyset             : no  (rogue_like_commands)
Use sound                                    : no  (use_sound)
Show damage player deals to monsters         : yes (show_damage)
Use old target by default                    : no  (use_old_target)
Always pickup items                          : no  (pickup_always)
Always pickup items matching inventory       : no  (pickup_inven)
Show flavors in object descriptions          : yes (show_flavors)
Highlight target with cursor                 : yes (show_target)
Highlight player with cursor between turns   : no  (highlight_player)
Disturb whenever viewable monster moves      : yes (disturb_near)
Show walls as solid blocks                   : no  (solid_walls)
Show walls with shaded background            : no  (hybrid_walls)
Color: Illuminate torchlight in yellow       : yes (view_yellow_light)
Color: Shimmer multi-colored things          : yes (animate_flicker)
Center map continuously                      : no  (center_player)
Color: Show unique monsters in purple        : yes (purple_uniques)
Automatically clear '-more-' prompts         : no  (auto_more)
Color: Player color indicates % hit points   : yes (hp_changes_color)
Allow mouse clicks to move the player        : no  (mouse_movement)
Notify on object recharge                    : no  (notify_recharge)
Show effective speed as multiplier           : no  (effective_speed)

  [Birth]

Generate connected stairs                    : yes (birth_connect_stairs)
Force player descent (currently does nothing): no  (birth_force_descend)
Word of Recall has no effect                 : no  (birth_no_recall)
Restrict creation of artifacts               : no  (birth_no_artifacts)
Stack objects on the floor                   : yes (birth_stacking)
Lose artifacts when leaving level            : no  (birth_lose_arts)
Show level feelings                          : yes (birth_feelings)
Increase gold drops but disable selling      : yes (birth_no_selling)
Start with a kit of useful gear              : yes (birth_start_kit)
Monsters learn from their mistakes           : no  (birth_ai_learn)
Know all runes on birth                      : yes (birth_know_runes)
Know all flavors on birth                    : yes (birth_know_flavors)
Persistent levels (disabled)                 : no  (birth_levels_persist)


Posted on 24.10.2021 06:38

Download this dump

10234. on the Ladder (of 19090)
224. on the FAangband Ladder (of 498)
10. for this player (

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On 24.10.2021 06:42 Malak Darkhunter wrote:
hanging around at DL39 for stat gain

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Bearclaw, L36 Beorning Warrior
212th in FAangband (1.1.5) by HallucinationMushroom (24%)



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