The Angband Ladder: Gelarth, Dwarf Warrior by Pete Mack

  [Angband 3.1.1 dev Character Dump]

 Name   Gelarth                                  Self  RB  CB  EB   Best
 Sex    Female       Age             45   STR:  18/60  +2  +5  +2 18/150
 Race   Dwarf        Height          43   INT:     13  -3  -2  +5     13
 Class  Warrior      Weight         122   WIS:     13  +2  -2  +8  18/30
 Title  Champion     Social   Respected   DEX:  18/60  -2  +2  +7 18/130
 HP     728/728      Maximize         Y   CON:  18/90  +2  +2  +3 18/160
 SP     0/0                               CHR:     13  -3  -1  +6     15


 Level               38   Armor   [31,+103]     Saving Throw         68%
 Cur Exp         971083   Fight   (+17,+14)     Stealth              Bad
 Max Exp         971083   Melee   (+30,+35)     Fighting       Legendary
 Adv Exp        1020000   Shoot   (+34,+19)     Shooting       Legendary
 MaxDepth   4100' (L82)   Blows      5/turn     Disarming            69%
 Turns           370626   Shots      1/turn     Magic Device      Superb
 Gold            521359   Infra       50 ft     Perception       1 in 38
 Burden       180.5 lbs   Speed          11     Searching            21%

 You are the only child of a Dwarven Prison Guard.  You are a credit to
 the family.  You have dark brown eyes, wavy 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) The Lance of Eorlingas (3d8) (+13,+21) (+2)
     +2 strength, dexterity, speed.
     Provides resistance to fear.
     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 71 against evil creatures, 86.9
     against orcs, 86.9 against trolls, 86.9 against acid-vulnerable
     creatures, and 55.1 against normal creatures.
     
     With this item, you can expect to clear rubble in 1.8 turns, magma
     veins in 3.9 turns, quartz veins in 8.7 turns, and granite in 23 
     turns.
b) a Long Bow of Extra Might (x3) (+17,+19) (+1)
     +1 shooting power.
c) an Azurite Ring of Speed (+4)
     +4 speed.
d) an Aquamarine Ring of Acid [+14]
     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 107 to 210 turns to recharge after use at your current
     speed.
e) a Golden Amulet of Devotion (+3)
     +3 wisdom, charisma.
     Provides resistance to fire, light, dark.
     Sustains wisdom, charisma.
     Stops experience drain.
     Radius 1 light.
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 23 to 42 turns to recharge after use at your current
     speed.
     Radius 3 light.
g) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3) {!!}
     +3 intelligence, wisdom, constitution.
     Provides resistance to acid, poison, confusion.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it destroys all traps and doors surrounding you.
     It takes 21 turns to recharge after use at your current speed.
h) The Cloak of Thingol [1,+18] (+3)
     +3 dexterity, charisma.
     Provides resistance to acid, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     When activated, it tries to recharge a wand or staff, destroying t
     he wand or staff on failure.
     It takes 147 turns to recharge after use at your current speed.
i) a Small Metal Shield of Resistance [4,+15]
     Provides resistance to acid, lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
j) The Hard Leather Cap of Thranduil [2,+10] (+2)
     +2 intelligence, wisdom.
     Provides resistance to blindness.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.
k) a Set of Caestus of Agility (+0,+3) [2,+13] (+2)
     +2 dexterity.
l) a Pair of Steel Shod Boots of Speed [6,+4] (+6)
     +6 speed.


  [Character Inventory]

a) 13 Metallic Blue Potions of Cure Critical Wounds
b) 3 Scrolls titled "tando co" of Phase Door
c) 2 Scrolls titled "piens us renus" of Teleport Level {!*}
d) a Scroll titled "elicito" of Mass Banishment {!*}
e) 4 Scrolls titled "co caudam spes" of Identify
f) 3 Scrolls titled "pax cogo" of Word of Recall {!*}
g) 4 Copper Rods of Treasure Location {!!}
h) 4 Brass Rods of Door/Stair Location
i) 4 Tungsten Rods of Trap Location {!!}
j) 2 Steel-Plated Wands of Teleport Other (11 charges)
k) 3 Hawthorn Staves of *Destruction* (9 charges)
l) 3 Balsa Staves of Teleportation (13 charges)
m) The Mattock of Nain (2d8) (+12,+18) (+6 searching)
     +6 strength, infravision, tunneling.
     +30%  to searching.
     Provides resistance to dark, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it turns rock into mud.
     It takes 4 turns to recharge after use at your current speed.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 69.1 against orcs, 69.1 against
     trolls, 69.1 against giants, 69.1 against dragons, 69.1 against
     acid-vulnerable creatures, and 48.7 against normal creatures.
     
     With this item, you can expect to clear rubble in 1 turn, magma
     veins in 1.7 turns, quartz veins in 3.6 turns, and granite in 8.0 
     turns.
n) 6 Arrows (1d4) (+4,+6)
     Fired from your current missile launcher, this arrow will hit targets
     up to 140 feet away, inflicting an average damage of 113.3 against
     normal creatures.
     35% chance of breaking upon contact.
o) 17 Seeker Arrows (4d4) (+7,+8)
     Fired from your current missile launcher, this arrow will hit targets
     up to 140 feet away, inflicting an average damage of 152.4 against
     normal creatures.
     35% chance of breaking upon contact.


  [Home Inventory]

a) 15 Metallic Blue Potions of Cure Critical Wounds
     When ingested, it heals you a large amount (1/4 of your wounds, mi
     nimum 30HP), heals cut damage, and cures stunning, poisoning, blin
     dness, and confusion.
     Provides nourishment for about 75 turns under normal conditions.
b) 4 Brown Speckled Potions of Healing
     When ingested, it heals you a really large amount (35% of max HP, 
     minimum 300HP), heals cut damage, and cures stunning, poisoning, b
     lindness, and confusion.
     Provides nourishment for about 100 turns under normal conditions.
c) a Pungent 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) 5 Runed Rods of Light {!!}
     When aimed, it lights up part of the dungeon in a straight line.
     It takes 18 turns to recharge after use at your current speed.
e) 3 Titanium Rods of Illumination
     When used, it lights up an area and inflicts 2d8 damage on light-s
     ensitive creatures.
     It takes 63 turns to recharge after use at your current speed.
f) a Walnut Staff of Speed (5 charges)
     When used, it hastens you for 2d10+20 turns.
g) an Amethyst Ring of Constitution (+3)
     +3 constitution.
     Sustains constitution.
     
h) a Quartzite Ring of Damage (+0,+8)
i) 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.
     
j) The Leather Scale Mail 'Thalkettoth' (-1) [10,+25] (+3)
     +3 dexterity, speed.
     Provides resistance to acid, shards.
     Cannot be harmed by acid, electricity, fire, cold.
     
k) a Cloak of Aman [1,+14] (+2 stealth) {Conf}
     +2 stealth.
     Provides resistance to confusion.
     Cannot be harmed by acid, electricity, fire, cold.
     
l) an Elven Cloak of the Magi [6,+9] (+4) {ESP}
     +4 intelligence, stealth.
     Cannot be harmed by acid.
     Sustains intelligence.
     Grants telepathy.
     
m) an Iron Crown of Serenity [0,+11]
     Provides resistance to fear, confusion, sound.
     
n) a Jewel Encrusted Crown of Might [0,+10] (+2)
     +2 strength, dexterity, constitution.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, dexterity, constitution.
     Prevents paralysis.
     
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 4 turns to recharge after use at your current speed.
     Radius 1 light.
p) a Set of Mithril Gauntlets of Power (+1,+4) [5,+9] (+5)
     +5 strength.
     Cannot be harmed by acid.
     
q) a Scythe of Slicing of Flame (8d4) (+11,+8)
     It is branded with flames.
     Provides resistance to fire.
     Cannot be harmed by fire.
     
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 88.4 against acid-vulnerable
     creatures, 88.4 against fire-vulnerable creatures, and 43.6
     against normal creatures.
     
     With this item, you can expect to clear rubble in 2.2 turns, magma
     veins in 5.0 turns, quartz veins in 11 turns, and granite in 32 
     turns.
r) a Lucerne Hammer of Extra Attacks (2d5) (+11,+14) (+2)
     +2 attack speed.
     
     With this weapon, you would currently get 7 blows per round.  Each
     blow will do an average damage of 46.3 against acid-vulnerable
     creatures, and 33.5 against normal creatures.
     
     With this item, you can expect to clear rubble in 2.5 turns, magma
     veins in 5.9 turns, quartz veins in 14 turns, and granite in 43 
     turns.
s) The Mace 'Taratol' (3d4) (+12,+12) (charging) {!!}
     It is a great bane of dragons.
     It is branded with lightning.
     Provides immunity to lightning.
     Provides resistance to lightning.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it hastens you for d20+20 turns.
     It takes 212 to 420 turns to recharge after use at your current
     speed.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 50.1 against acid-vulnerable
     creatures, 50.1 against electricity-vulnerable creatures, 66.6
     against dragons, and 33.6 against normal creatures.
     
     With this item, you can expect to clear rubble in 2.3 turns, magma
     veins in 5.3 turns, quartz veins in 12 turns, and granite in 36 
     turns.
t) The Quarterstaff of Olorin (2d9) (+10,+13) (+4)
     +4 intelligence, wisdom, charisma.
     It is especially deadly to evil creatures, orcs, trolls.
     It is a great bane of demons.
     It is branded with flames.
     Provides resistance to fire, nether.
     Cannot be harmed by acid, electricity, fire, cold.
     Stops experience drain.
     Grants the ability to see invisible things.
     
     When activated, it gives you information on the health and abiliti
     es of monsters you can see.
     It takes 42 turns to recharge after use at your current speed.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 47.8 against evil creatures, 
     58.6 against orcs, 58.6 against trolls, 58.6 against
     acid-vulnerable creatures, 58.6 against fire-vulnerable creatures, 
     80.2 against demons, and 37 against normal creatures.
     
     With this item, you can expect to clear rubble in 2.5 turns, magma
     veins in 5.7 turns, quartz veins in 13 turns, and granite in 40 
     turns.
u) a Mace of Disruption of Acid (5d8) (+11,+13)
     It is especially deadly to undead.
     It is branded with acid.
     Provides resistance to acid.
     Cannot be harmed by acid.
     
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 108.2 against undead, 108.2
     against acid-vulnerable creatures, and 54.7 against normal
     creatures.
     
     With this item, you can expect to clear rubble in 1.9 turns, magma
     veins in 4.2 turns, quartz veins in 9.4 turns, and granite in 25 
     turns.
v) a Heavy Crossbow of Power (x4) (+13,+17)
w) 27 Bolts of Frost (1d5) (+13,+7)
     It is branded with frost.
     Cannot be harmed by cold.
     
x) 17 Bolts of Slay Giant (1d5) (+4,+10)
     It is especially deadly to giants.
     


  [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 8.2.2009 00:03
Last updated on 8.2.2009 02:42

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8901. on the Ladder (of 19090)
3778. on the Angband Ladder (of 6561)
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Comments

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On 8.2.2009 00:03 Pete Mack wrote:
Found 2 decent pairs of Boots of Speed in as many rooms. Moving pretty fast for a Warrior. I'd forgotten how much damage you can do with a real melee character, and the *Slays* on Taratol and Olorin help. Not to mention unlimited Haste activations.


On 8.2.2009 02:42 Pete Mack wrote:
Decisions, decisions. My home is too full

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