The Angband Ladder: Kjeldorf III, Dwarf Paladin by Colbey

  [Angband 3.1.0 dev Character Dump]

 Name   Kjeldorf III                             Self  RB  CB  EB   Best
 Sex    Male         Age             37   STR:     17  +2  +3  +9 18/130
 Race   Dwarf        Height          41   INT:     15  -3  -3  +0      9
 Class  Paladin      Weight         148   WIS:  18/44  +2  +1  +7 18/144
 Title  Chevalier    Social      Feared   DEX:  18/24  -2  +0  +4  18/44
 HP     728/728      Maximize         Y   CON:  18/94  +2  +2  +4 18/174
 SP     229/229                           CHR:  18/63  -3  +2  +3  18/83

 Level               38   Armor    [15,+94]     Saving Throw      Heroic
 Cur Exp        1205128   Fight   (+21,+18)     Stealth             Good
 Max Exp        1205128   Melee   (+36,+37)     Fighting       Legendary
 Adv Exp        1317500   Shoot   (+33,+23)     Shooting          Superb
 MaxDepth   2450' (L49)   Blows      4/turn     Disarming      Very Good
 Turns          2962678   Shots      1/turn     Magic Device      Superb
 Gold            397476   Infra       50 ft     Perception          Poor
 Burden       151.5 lbs   Speed      Normal     Searching           Fair

 You are the only child of a Dwarven Warrior.  You are a credit to the
 family.  You have dark brown eyes, straight brown hair, a two foot
 beard, and a dark complexion.


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

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


  [Character Equipment]

a) The Trident of Ulmo (4d8) (+15,+19) (+4)
     +4 dexterity.
     Provides immunity to acid.
     Provides resistance to acid, nether.
     Cannot be harmed by acid, electricity, fire, cold.
     Blessed by the gods.
     Slows your metabolism.
     Speeds regeneration.
     Prevents paralysis.
     Stops experience drain.
     Grants the ability to see invisible things.
     When activated, it teleports a target monster away.
     It takes 50 turns to recharge after use.
     With this weapon, you would currently get 4 blows per round.  Each
     blow will do an average damage of 73 against animals, 91 against
     dragons, and 55 against normal creatures.
b) a Light Crossbow of Power (x3) (+12,+23)
c) an Azurite Ring of Resist Poison
     Provides resistance to poison.
d) a Quartz Ring of Slaying (+7,+7)
e) an Ivory Amulet of Wisdom (+4)
     +4 wisdom.
     Sustains wisdom.
f) The Phial of Galadriel
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it lights up the surrounding area, hurting light-s
     ensitive creatures.
     It takes 10 turns to recharge after use.
     Radius 3 light.
g) The Soft Leather Armour 'Hithlomir' [4,+20] (+4)
     +4 stealth.
     Provides resistance to acid, lightning, fire, cold, dark.
     Cannot be harmed by acid, electricity, fire, cold.
h) a Cloak of Protection [1,+14]
     Provides resistance to shards.
     Cannot be harmed by acid, electricity, fire, cold.
i) 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.
j) The Metal Cap of Thengel [3,+12] (+3)
     +3 wisdom, charisma.
     Provides resistance to confusion.
     Cannot be harmed by acid, electricity, fire, cold.
k) a Set of Leather Gloves of Power (+3,+2) [1,+12] (+5)
     +5 strength.
l) a Pair of Iron Shod Boots of Stability [3,+9]
     Provides resistance to nexus.
     Feather Falling.


  [Character Inventory]

a) 3 Holy Books of Prayers [Words of Wisdom] {@m2@p2@b2@G2}
b) 2 Holy Books of Prayers [Chants and Blessings] {@m3@p3@b3@G3}
c) 3 Holy Books of Prayers [Exorcism and Dispelling] {@m4@p4@b4@G4}
d) 2 Holy Books of Prayers [Ethereal Openings] {@m5@p5@b5@G5}
     Cannot be harmed by acid, electricity, fire, cold.
e) a Holy Book of Prayers [Godly Insights] {@m6@p6@b6@G6}
     Cannot be harmed by acid, electricity, fire, cold.
f) a Tangerine Potion of Restore Mana
g) a Coagulated Crimson Potion of Enlightenment
h) 10 Scrolls titled "sequo nitus" of Teleportation
i) 4 Titanium Rods of Acid Bolts
j) a Magnesium Rod of Drain Life
k) 3 Runed Rods of Teleport Other
l) 3 Copper-Plated Rods of Recall {!*}
     Cannot be harmed by electricity.
m) a Spruce Staff of Speed (4 charges)
n) a Sapphire Ring of Bodykeeping
     Sustains strength, dexterity, constitution.
o) The Cutlass 'Gondricam' (1d8) (+10,+11) (+3)
     +3 dexterity, stealth.
     Provides resistance to acid, lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Feather Falling.
     Speeds regeneration.
     Grants the ability to see invisible things.
     With this weapon, you would currently get 3 blows per round.  Each
     blow will do an average damage of 33.5 against normal creatures.
p) The Bastard Sword 'Calris' (5d4) (-8,+20) (+5) {!w!s!k!d!v, cursed}
     Heavily cursed.
     +5 constitution.
     Provides resistance to disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     Aggravates creatures nearby.
     With this weapon, you would currently get 2 blows per round.  Each
     blow will do an average damage of 63 against evil creatures, 75.5
     against trolls, 75.5 against demons, 100.5 against dragons, and 
     50.5 against normal creatures.
q) a Shovel of Earthquakes (1d2) (+14,+19) (+7)
     +7 strength, tunneling.
     With this weapon, you would currently get 3 blows per round.  Each
     blow will do an average damage of 41.5 against acid-vulnerable
     creatures, and 38.5 against normal creatures.
     Sometimes creates earthquakes on impact.
r) 14 Bolts of Slay Undead (1d5) (+11,+15)
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 141 against
     undead, and 47 against normal creatures.
     25% chance of breaking upon contact.
s) 24 Bolts of Slay Dragon (1d5) (+8,+8)
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 120 against
     dragons, and 40 against normal creatures.
     25% chance of breaking upon contact.
t) 23 Bolts (1d5) (+9,+9)
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 41 against
     normal creatures.
     25% chance of breaking upon contact.


  [Home Inventory]

a) 9 Metallic Red Potions of Healing
     When ingested, it restores 300 hit points, heals cut damage, and c
     ures stunning, poisoning, blindness, and confusion.
     Provides nourishment for about 400 turns under normal conditions.
b) a Pink Speckled Potion of *Healing*
     When ingested, it restores 1200 hit points, heals cut damage, and 
     cures stunning, poisoning, blindness, and confusion.
     It can be thrown at creatures with damaging effect.
c) a Blue Potion of Life
     When ingested, it restores 5000 hit points, restores experience an
     d stats, heals cut damage, and cures stunning, poison, blindness, 
     and confusion.
     It can be thrown at creatures with damaging effect.
d) 11 Tangerine Potions of Restore Mana
     When ingested, it restores your mana points to maximum.
e) 2 Coagulated Crimson Potions of Enlightenment
     When ingested, it completely lights up and magically maps the leve
     l.
f) 16 Pink Potions of Speed
     When ingested, it hastens you for 2d10+20 turns.
g) a Bloodstone Ring of Acid [+16]
     Provides resistance to acid.
     Cannot be harmed by acid.
     
     When activated, it grants acid resistance for d20+20 turns and cre
     ates an acid ball of damage 70.
     It takes d50+50 turns to recharge after use.
h) a Topaz Ring of Damage (+0,+12)
i) White Dragon Scale Mail (-2) [30,+18]
     Provides resistance to cold.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it creates a frost ball with damage 100.
     It takes d194+450 turns to recharge after use.
j) Metal Brigandine Armour of Resistance (-3) [20,+5]
     Provides resistance to acid, lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     
k) Metal Lamellar Armour (Dwarven) (-3) [24,+18] (+2)
     +2 strength, constitution, infravision.
     Cannot be harmed by acid, fire.
     Prevents paralysis.
     
l) The Leather Scale Mail 'Thalkettoth' (-1) [10,+22] (+3)
     +3 dexterity, speed.
     Provides resistance to acid, shards.
     Cannot be harmed by acid, electricity, fire, cold.
     
m) a Wicker Shield of Elvenkind [2,+15] (+2 stealth)
     +2 stealth.
     Provides resistance to acid, lightning, fire, cold, sound.
     Cannot be harmed by acid, electricity, fire, cold.
     
n) The Leather Shield of the Haradrim [4,+15] (+2)
     +2 strength, constitution.
     Provides resistance to poison, fear, blindness.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, constitution.
     Aggravates creatures nearby.
     
     When activated, it puts you in a berserker rage for d50+50 turns.
     It takes 50 turns to recharge after use.
o) The Set of Leather Gloves 'Cammithrim' [1,+10]
     Provides resistance to light.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains constitution.
     Prevents paralysis.
     
     When activated, it fires a magic missile with damage 3d4.
     It takes 2 turns to recharge after use.
     Radius 1 light.
p) a Pair of Ethereal Slippers of Speed [0,+8] (+1)
     +1 speed.
     Cannot be harmed by acid, electricity, fire, cold.
     
q) a Main Gauche (Holy Avenger) (1d5) (+13,+14) [+2] (+2)
     +2 wisdom.
     Provides resistance to fear.
     Sustains strength.
     Blessed by the gods.
     Grants the ability to see invisible things.
     
     With this weapon, you would currently get 3 blows per round.  Each
     blow will do an average damage of 38 against evil creatures, 41
     against demons, 41 against undead, and 35 against normal creatures.
r) The Scimitar 'Haradekket' (4d2) (+9,+11) (+2)
     +2 dexterity, attack speed.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants the ability to see invisible things.
     
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 41 against animals, 41 against
     evil creatures, 47 against undead, and 35 against normal creatures.
s) a Zweihander of Westernesse (3d6) (+6,+14) (+2)
     +2 strength, dexterity, constitution.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
     With this weapon, you would currently get 2 blows per round.  Each
     blow will do an average damage of 63.5 against orcs, 63.5 against
     trolls, 63.5 against giants, and 42.5 against normal creatures.
t) The Spear 'Nimloth' (1d6) (+11,+13) (+3)
     +3 stealth, speed.
     Provides resistance to cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Blessed by the gods.
     Grants the ability to see invisible things.
     
     With this weapon, you would currently get 3 blows per round.  Each
     blow will do an average damage of 41.5 against undead, 41.5
     against frost-vulnerable creatures, and 34.5 against normal
     creatures.
u) The Trident of Wrath (3d8) (+16,+18) (+2)
     +2 strength, dexterity.
     Provides resistance to light, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     Blessed by the gods.
     Grants the ability to see invisible things.
     
     With this weapon, you would currently get 2 blows per round.  Each
     blow will do an average damage of 63 against evil creatures, 76.5
     against poison-vulnerable creatures, 103.5 against undead, and 
     49.5 against normal creatures.
v) 15 Bolts of Lightning (1d5) (+8,+11)
     Cannot be harmed by electricity.
     
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 129 against
     electricity-vulnerable creatures, and 43 against normal creatures.
     25% chance of breaking upon contact.
w) 20 Bolts of Acid (1d5) (+6,+5)
     Cannot be harmed by acid.
     
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 111 against
     acid-vulnerable creatures, and 37 against normal creatures.
     25% chance of breaking upon contact.


  [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)
Don't preserve 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 3.9.2008 02:05

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8747. on the Ladder (of 18974)
3691. on the Angband Ladder (of 6502)
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Comments

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On 3.9.2008 02:05 Colbey wrote:
I'm absolutely amazed that I was able to get my resists covered this easily and this early. Of course, it's hardly an endgame-efficient way of doing so, and I have a severe lack of speed, but it's a good start. I love my weapons, too. Now, time to figure out which of them to sell. (Probably everything but Calris and Ulmo, but I want to make sure.)

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