The Angband Ladder: Bonzo, Dwarf Paladin by <macaddict0@gmail.com>

  [Angband 3.1.0 beta Character Dump]

 Sex    Male         Age             36   STR:  18/66  +2  +3 +10 18/216
 Race   Dwarf        Height          45   INT:     16  -3  -3  +2     12
 Class  Paladin      Weight         128   WIS:     17  +2  +1  +2  18/40
 Title  Guardian     Social  Role model   DEX:  18/60  -2  +0  +2  18/60
 HP     494/494      Maximize         Y   CON:  18/67  +2  +2  +2 18/127
 SP     62/62                             CHR:  18/14  -3  +2  +0  18/04


 Level               33   Armor   [49,+102]     Saving Throw         73%
 Cur Exp         401681   Fight   (+21,+22)     Stealth             Fair
 Max Exp         401681   Melee   (+31,+36)     Fighting          Heroic
 Adv Exp         426250   Shoot   (+33,+17)     Shooting          Superb
 MaxDepth   1700' (L34)   Blows      4/turn     Disarming            46%
 Turns          1883155   Shots      1/turn     Magic Device      Superb
 Gold            457653   Infra       50 ft     Perception       1 in 28
 Burden       130.3 lbs   Speed      Normal     Searching            29%

 You are the only child of a Dwarven Priest.  You are a credit to the
 family.  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:.+...........


  [Character Equipment]

a) a Lucerne Hammer of Westernesse (2d5) (+10,+14) (+2) {@w1@w0!d!s!v!k}
     +2 strength, dexterity, constitution.
     Prevents paralysis.
     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 54 against orcs, 54 against
     trolls, 54 against giants, and 42 against normal creatures.
b) a Long Bow of Extra Might (x3) (+12,+17) (+1)
     +1 shooting power.
c) a Carnelian Ring of Flames [+16]
     Provides resistance to fire.
     Cannot be harmed by fire.
     When activated, it grants fire resistance for d20+20 turns and cre
     ates a fire ball of damage 80.
     It takes d50+50 turns to recharge after use.
d) a Zircon Ring of Strength (+5)
     +5 strength.
     Sustains strength.
e) a Bronze Amulet of Regeneration
     Speeds regeneration.
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) Red Dragon Scale Mail (-2) [30,+24]
     Provides resistance to fire.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it allows you to breathe fire for 200 damage.
     It takes d450+450 turns to recharge after use.
h) a Cloak of Protection [1,+20]
     Provides resistance to shards.
     Cannot be harmed by acid, electricity, fire, cold.
i) a Wicker Shield of Elvenkind [2,+14] (+2 stealth)
     +2 stealth.
     Provides resistance to acid, lightning, fire, cold, shards.
     Cannot be harmed by acid, electricity, fire, cold.
j) The Iron Helm 'Holhenneth' [5,+9] (+2)
     +2 intelligence, wisdom, searching.
     Provides resistance to blindness, confusion.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants the ability to see invisible things.
     When activated, it detects treasure, objects, traps, doors, stairs, k) a
Set of Mithril Gauntlets of Power (+4,+4) [5,+9] (+3)

      +3 strength.
     Cannot be harmed by acid.
l) a Pair of Steel Shod Boots of Stability [6,+7]
     Provides resistance to nexus.
     Feather Falling.


  [Character Inventory]

a) 2 Holy Books of Prayers [Beginners Handbook]
b) 2 Holy Books of Prayers [Words of Wisdom]
c) 2 Holy Books of Prayers [Chants and Blessings]
d) 2 Holy Books of Prayers [Exorcism and Dispelling]
e) a Holy Book of Prayers [Ethereal Openings]
     Cannot be harmed by acid, electricity, fire, cold.
f) 15 Red Potions of Cure Critical Wounds
g) 3 Light Green Potions of Healing
h) 3 Scrolls titled "co veo cogo" of Phase Door
i) 8 Scrolls titled "ho im hentas" of Identify
j) 3 Scrolls titled "unconos" of Word of Recall {!r}
k) a Tin Rod of Sleep Monster
l) 2 Copper-Plated Rods of Recall {!*@z1}
     Cannot be harmed by electricity.
m) a Chromium Wand of Teleport Other (6 charges)
n) 2 Sycamore Staffs of Teleportation (13 charges)
o) an Elm Staff of Speed (5 charges)
p) 47 Arrows (1d4) (+4,+8)
     Fired from your current missile launcher, this arrow will hit targets
     up to 140 feet away, inflicting an average damage of 110 against
     normal creatures.
     35% chance of breaking upon contact.


  [Home Inventory]

a) 6 Yellow Potions of Restore Mana
     When ingested, it restores your mana points to maximum.
b) 2 Smoky Potions of Restore Strength
     When ingested, it restores your strength.
c) 2 Blue Potions of Restore Wisdom
     When ingested, it restores your wisdom.
d) 2 Chartreuse Potions of Restore Dexterity
     When ingested, it restores your dexterity.
e) a Dark Red Potion of Resist Poison
     When ingested, it grants temporary resistance to poison for 1d10+1
     0 turns.
f) a Platinum Rod of Detection
     Cannot be harmed by electricity.
     
     When used, it detects treasure, objects, traps, doors, stairs, and 
     all creatures in the surrounding area.
     It takes 100 turns to recharge after use.
g) a Rusty Rod of Probing
     When used, it gives you information on the health and abilities of 
     monsters you can see.
     It takes 50 turns to recharge after use.
h) 3 Sycamore Staffs of Teleportation (20 charges)
     When used, it teleports you randomly up to 100 squares away.
i) an Oak Staff of the Magi (3 charges)
     When used, it restores both intelligence and manapoints to maximum.
j) a Diamond Ring of Damage (+0,+10)
k) Metal Brigandine Armour (Dwarven) (-3) [20,+10] (+2)
     +2 strength, constitution, infravision.
     Cannot be harmed by acid, fire.
     Prevents paralysis.
     
l) Metal Lamellar Armour of Resistance (-3) [24,+17]
     Provides resistance to acid, lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     
m) Soft Leather Armour of Elvenkind [4,+7] (+2 stealth)
     +2 stealth.
     Provides resistance to acid, lightning, fire, cold, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     
n) an Iron Crown of Lordliness [0,+10] (+1)
     +1 wisdom, charisma.
     Provides resistance to fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains wisdom, charisma.
     Stops experience drain.
     
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 Set of Leather Gloves of Agility [1,-1] (+5)
     +5 dexterity.
     
q) a Set of Caestus of Power (+3,+8) [2,+6] (+3)
     +3 strength.
     
r) The Dagger 'Narthanc' (2d4) (+4,+6)
     Provides resistance to fire.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it creates a fire bolt with damage 9d8.
     It takes 8 turns to recharge after use.
     With this weapon, you would currently get 4 blows per round.  Each
     blow will do an average damage of 40 against fire-vulnerable
     creatures, and 30 against normal creatures.
s) The Broad Sword 'Aeglin' (2d5) (+12,+16) (+1)
     +1 searching.
     Provides resistance to lightning, blindness.
     Cannot be harmed by acid, electricity, fire, cold.
     Blessed by the gods.
     Slows your metabolism.
     
     Radius 1 light.
     With this weapon, you would currently get 4 blows per round.  Each
     blow will do an average damage of 53 against orcs, 53 against
     trolls, 53 against giants, 53 against electricity-vulnerable
     creatures, and 41 against normal creatures.
t) The Broad Axe 'Barukkheled' (2d6) (+13,+19) (+3)
     +3 constitution.
     Cannot be harmed by acid, electricity, fire, cold.
     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 52 against evil creatures, 59
     against orcs, 59 against trolls, 59 against giants, and 45 against
     normal creatures.
u) 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 48 against evil creatures, 58.5
     against fire-vulnerable creatures, and 37.5 against normal
     creatures.
v) a Flail of Westernesse (3d6) (+9,+9) (+2) {@w1@w0!d!s!v}
     +2 strength, dexterity, constitution.
     Prevents paralysis.
     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 62.5 against orcs, 62.5 against
     trolls, 62.5 against giants, and 41.5 against normal creatures.
w) a Shovel of Earthquakes (1d2) (+16,+12) (+3)
     +3 strength, tunneling.
     
     With this weapon, you would currently get 4 blows per round.  Each
     blow will do an average damage of 40.5 against acid-vulnerable
     creatures, and 37.5 against normal creatures.
     Sometimes creates earthquakes on impact.
x) 27 Arrows of Lightning (1d4) (+11,+7)
     Cannot be harmed by electricity.
     
     Fired from your current missile launcher, this arrow will hit targets
     up to 140 feet away, inflicting an average damage of 318 against
     electricity-vulnerable creatures, and 106 against normal creatures.
     35% 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)
Lose 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 7.2.2009 11:06

Download this dump

10379. on the Ladder (of 18973)
4225. on the Angband Ladder (of 6502)
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