The Angband Ladder: Blade, Dwarf Warrior by NeoWizard

  [Angband 3.1.0 beta Character Dump]

 Sex    Male         Age             42   STR:  18/75  +2  +5  +3 18/175
 Race   Dwarf        Height          46   INT:     17  -3  -2  +6     18
 Class  Warrior      Weight         157   WIS:     14  +2  -2  +2     16
 Title  Champion     Social      Lordly   DEX:  18/72  -2  +2  +2  18/92
 HP     -254/650     Maximize         Y   CON:  18/61  +2  +2  +1 18/111
 SP     0/0                               CHR:  18/95  -3  -1  +0  18/55


 Level               38   Armor    [34,+86]     Saving Throw         67%
 Cur Exp         897885   Fight   (+17,+24)     Stealth        Excellent
 Max Exp        1167725   Melee   (+31,+38)     Fighting       Legendary
 Adv Exp        1020000   Shoot   (+21,+18)     Shooting       Legendary
 MaxDepth   2950' (L59)   Blows      4/turn     Disarming            70%
 Turns          1046112   Shots      1/turn     Magic Device      Superb
 Gold            455366   Infra      110 ft     Perception       1 in 28
 Burden       174.5 lbs   Speed           9     Searching            31%

 You are one of two children of a Dwarven Thief.  You are a well liked
 child.  You have dark brown eyes, straight brown hair, a two foot
 beard, and a dark complexion.


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

PLite:+.........+.. Aggrv:.............
Regen:............. Stea.:....+..+...+.
Telep:.........+... Sear.:....+........
Invis:+............ Infra:+...+.......+
FrAct:..........+.. Tunn.:.............
HLife:............. Speed:+...+..+.....
ImpHP:............. Blows:.............
ImpSP:............. Shots:.............
 Fear:............. Might:.+...........


  [Last Messages]

> *** LOW HITPOINT WARNING! ***
> You feel your life draining away!
> The Elder vampire misses you.
> You hit the Elder vampire.
> It was a great hit!
> You hit the Elder vampire.
> You miss the Elder vampire.
> The Elder vampire magically summons an undead adversary!
> The Dracolich claws you.
> *** LOW HITPOINT WARNING! ***
> The Dracolich misses you.
> You hit the Elder vampire.
> The Dracolich breathes nether.
> You feel your life draining away!
> You die.

Killed by a Dracolich.

  [Character Equipment]

a) The Spear of Orome (4d6) (+14,+14) (+4)
     +4 intelligence, infravision, speed.
     Provides resistance to fire, light.
     Cannot be harmed by acid, electricity, fire, cold.
     Blessed by the gods.
     Feather Falling.
     Grants the ability to see invisible things.
     When activated, it turns rock into mud.
     It takes 5 turns to recharge after use.
     Radius 1 light.
     With this weapon, you would currently get 4 blows per round.  Each
     blow will do an average damage of 66 against animals, 80 against
     giants, 80 against fire-vulnerable creatures, and 52 against
     normal creatures.
b) a Heavy Crossbow of Extra Might (x4) (+4,+18) (+1)
     +1 shooting power.
c) a Ring of Damage (+0,+11)
d) a Ring of Strength (+3)
     +3 strength.
     Sustains strength.
e) an Amulet of Trickery (+2)
     +2 dexterity, stealth, searching, infravision, speed.
     Provides resistance to poison, nexus.
     Sustains dexterity.
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 Full Plate Armour of Isildur [26,+25] (+1)
     +1 constitution.
     Provides resistance to acid, lightning, fire, cold, confusion, 
     sound, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
h) The Cloak 'Colannon' [1,+13] (+3)
     +3 stealth, speed.
     Provides resistance to nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it teleports you randomly up to 100 squares away.
     It takes 45 turns to recharge after use.
i) The Leather Shield of Celegorm [4,+19]
     Provides resistance to acid, lightning, fire, cold, light, dark.
     Cannot be harmed by acid, electricity, fire, cold.
j) The Hard Leather Cap of Thranduil [2,+8] (+2)
     +2 intelligence, wisdom.
     Provides resistance to blindness.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.
k) 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.
l) a Pair of Ethereal Slippers of Stealth [0,+6] (+1)
     +1 stealth.
     Cannot be harmed by acid, electricity, fire, cold.


  [Character Inventory]

a) 11 Rations of Food {@E1}
b) 10 Potions of Cure Critical Wounds
c) a Potion of Healing
d) a Potion of *Healing*
     It can be thrown at creatures with damaging effect.
e) a Potion of Restore Life Levels
f) 2 Scrolls of Teleportation
g) 2 Scrolls of Teleport Level
h) 16 Scrolls of Identify {@r5}
i) 2 Rods of Detection (1 charging) {@z0!!}
     Cannot be harmed by electricity.
j) a Rod of Curing
     Cannot be harmed by electricity.
k) 2 Rods of Teleport Other {@z9!!}
l) 2 Rods of Disarming {@z6!!}
m) 6 Rods of Light {@z3!!}
n) 2 Rods of Illumination {@z4!!}
o) 3 Rods of Recall {@z5!!}
     Cannot be harmed by electricity.
p) a Staff of Speed (3 charges)
q) a Lantern (Everburning)
     Cannot be harmed by fire.
     Radius 2 light.  No fuel required.
r) a Leather Shield of Elvenkind [6,+8] (+3 stealth)
     +3 stealth.
     Provides resistance to acid, lightning, fire, cold, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
s) The Iron Helm of Gorlim (+8,+8) [5,+10] (-5) {cursed}
     Heavily cursed.
     -5 intelligence, wisdom, searching.
     Provides resistance to fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     Grants the ability to see invisible things.
     Aggravates creatures nearby.
t) a Steel Helm of Regeneration [6,+9]
     Speeds regeneration.
u) The Quarterstaff 'Eriril' (1d9) (+3,+5) (+4) {@A5!!}
     +4 intelligence, wisdom.
     Provides resistance to light.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants the ability to see invisible things.
     When activated, it reveals to you the extent of an item's magical 
     powers.
     It takes 10 turns to recharge after use.
     Radius 1 light.
     With this weapon, you would currently get 4 blows per round.  Each
     blow will do an average damage of 39 against evil creatures, and 
     34 against normal creatures.
v) a Shovel of Digging (1d2) (+4,+10) (+3)
     +3 tunneling.
     With this weapon, you would currently get 4 blows per round.  Each
     blow will do an average damage of 38.5 against acid-vulnerable
     creatures, and 35.5 against normal creatures.
w) 11 Bolts (1d5) (+5,+7) {@f0=g}
     Fired from your current missile launcher, this arrow will hit targets
     up to 160 feet away, inflicting an average damage of 140 against
     normal creatures.
     25% chance of breaking upon contact.


  [Home Inventory]

a) 22 Potions of Cure Serious Wounds
     When ingested, it heals you a fair amount (1/5 of your wounds, min
     imum 25HP), heals cut damage, and cures blindness and confusion.
     Provides nourishment for about 75 turns under normal conditions.
b) a Potion of Restore Strength
     When ingested, it restores your strength.
c) 12 Scrolls of Teleportation
     When read, it teleports you randomly up to 100 squares away.
d) 7 Scrolls of Teleport Level
     When read, it teleports you one level up or down.
e) a Scroll of *Remove Curse*
     When read, it removes all curses from all equipped items.
f) 50 Scrolls of Identify {@r5}
     When read, it reveals to you the extent of an item's magical power
     s.
g) 2 Rods of Treasure Location {@z6!!}
     When used, it detects all gold and objects on the level.
     It takes 50 turns to recharge after use.
h) 2 Rods of Door/Stair Location {@z2!!}
     When used, it detects all doors and stairs on the level.
     It takes 70 turns to recharge after use.
i) 2 Rods of Trap Location {@z1!!}
     When used, it detects all traps in the surrounding area.
     It takes 50 turns to recharge after use.
j) a Ring of Bodykeeping
     Sustains strength, dexterity, constitution.
     
k) a Ring of Resist Poison
     Provides resistance to poison.
     
l) a Ring of Ice [+14]
     Provides resistance to cold.
     Cannot be harmed by cold.
     
     When activated, it grants cold resistance for d20+20 turns and cre
     ates a cold ball of damage 75.
     It takes d50+50 turns to recharge after use.
m) a Ring of Protection [+11]
n) a Ring of Escaping (+4 speed)
     +4 speed.
     Makes you unable to hit foes.
     
o) a Ring of Free Action
     Prevents paralysis.
     
p) a Ring of See Invisible
     Grants the ability to see invisible things.
     
q) an Amulet of Sustenance
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, intelligence, wisdom, dexterity, constitution, 
     charisma.
     Slows your metabolism.
     Stops experience drain.
     
r) The Dagger 'Belangil' (2d4) (+6,+9) (+2)
     +2 dexterity.
     Provides resistance to cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Slows your metabolism.
     Speeds regeneration.
     Grants the ability to see invisible things.
     
     When activated, it creates a frost ball with damage 50.
     It takes 5 turns to recharge after use.
     With this weapon, you would currently get 4 blows per round.  Each
     blow will do an average damage of 48 against frost-vulnerable
     creatures, and 38 against normal creatures.
s) The Rapier 'Careth Asdriag' (1d6) (+6,+9) (+1)
     +1 attack speed.
     Cannot be harmed by acid, electricity, fire, cold.
     
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 40 against animals, 43.5 against
     orcs, 43.5 against trolls, 43.5 against giants, 43.5 against
     dragons, and 36.5 against normal creatures.
t) 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 4 blows per round.  Each
     blow will do an average damage of 39.5 against normal creatures.
u) The Long Sword 'Anguirel' (2d5) (+8,+12) (+2)
     +2 strength, constitution, speed.
     Provides resistance to lightning, light, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     Grants the ability to see invisible things.
     Aggravates creatures nearby.
     
     Radius 1 light.
     With this weapon, you would currently get 4 blows per round.  Each
     blow will do an average damage of 50 against evil creatures, 56
     against demons, 56 against poison-vulnerable creatures, and 44
     against normal creatures.
v) The Bastard Sword 'Calris' (5d4) (-20,+20) (+5) {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 4 blows per round.  Each
     blow will do an average damage of 69 against evil creatures, 81.5
     against trolls, 81.5 against demons, 106.5 against dragons, and 
     56.5 against normal creatures.
w) The Flail 'Totila' (3d6) (+6,+8) (+2 stealth)
     +2 stealth.
     Provides resistance to fire, confusion.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it confuses a target monster.
     It takes 15 turns to recharge after use.
     With this weapon, you would currently get 4 blows per round.  Each
     blow will do an average damage of 53 against evil creatures, 63.5
     against fire-vulnerable creatures, and 42.5 against normal
     creatures.


  [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)
Lose artifacts when leaving level            : no  (adult_no_preserve)
Don't generate connected stairs              : no  (adult_no_stairs)
Adult: Monsters chase current location       : no  (adult_ai_sound)
Adult: Monsters chase recent locations       : no  (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 16.1.2009 17:39
Last updated on 19.1.2009 06:21

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8853. on the Ladder (of 19090)
3750. on the Angband Ladder (of 6561)
Second best for this player (

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On 16.1.2009 17:39 NeoWizard wrote:
Deepest so far with 3.10


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