The Angband Ladder: Gerald, Dunadan Paladin by azfalt

  [Angband 3.1.0 beta Character Dump]

 Sex    Male         Age             51   STR! 18/100  +1  +3 +13 18/***
 Race   Dunadan      Height          71   INT! 18/100  +2  -3  +8 18/170
 Class  Paladin      Weight         188   WIS! 18/100  +2  +1  +7 18/200
 Title  ***WINNER*** Social   Respected   DEX! 18/100  +2  +0 +16 18/***
 HP     1022/1022    Maximize         Y   CON! 18/100  +3  +2  +7 18/***
 SP     398/398                           CHR! 18/100  +2  +2 +12 18/***


 Level               50   Armor   [48,+127]     Saving Throw        100%
 Cur Exp       13903723   Fight   (+45,+37)     Stealth           Superb
 Max Exp       13903723   Melee   (+60,+55)     Fighting       Legendary
 Adv Exp       ********   Shoot   (+65,+22)     Shooting          Heroic
 MaxDepth  5000' (L100)   Blows      5/turn     Disarming            80%
 Turns          6918488   Shots      2/turn     Magic Device      Heroic
 Gold          11676792   Infra       20 ft     Perception       1 in 10
 Burden       191.7 lbs   Speed          20     Searching            40%

 You are the illegitimate but acknowledged child of a Serf.  You are a
 credit to the family.  You have blue eyes, straight brown hair, and an
 average 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]

> The Half-orc flees in terror!
> The Jackal dies.
> The Half-orc is hit hard.
> Qlzqqlzuup, the Emperor Quylthulg barely notices.
> Lugdush, the Uruk is hit hard.
> Qlzqqlzuup, the Emperor Quylthulg magically summons ancient dragons!
> The Disenchanter mold (offscreen) wakes up.
> You freeze the Disenchanter mold.
> You have destroyed the Disenchanter mold.
> The air about you becomes charged...
> You no longer feel berserk.
> You feel yourself yanked upwards!
> The Pitiful-looking beggar wakes up.
> The prayer has expired.
> There is a wall in the way!

Killed by Ripe Old Age.

  [Character Equipment]

a) The Great Axe of Eonwe (5d4) (+15,+18) [+8] (+2)
     +2 strength, intelligence, wisdom, dexterity, constitution, 
     charisma.
     Provides immunity to cold.
     Provides resistance to cold, fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Blessed by the gods.
     Prevents paralysis.
     Grants the ability to see invisible things.
     When activated, it removes all non-unique monsters within 20 squar
     es, dealing you damage in the process.
     It takes 1000 turns to recharge after use.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 80 against evil creatures, 92.5
     against orcs, 92.5 against undead, 92.5 against frost-vulnerable
     creatures, 117.5 against demons, and 67.5 against normal creatures.
b) The Long Bow 'Belthronding' (x3) (+20,+22) (+1)
     +1 dexterity, stealth, speed, shooting speed.
     Provides resistance to disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
c) The Ring of Power 'Narya' (+6,+6) (+1)
     +1 strength, intelligence, wisdom, dexterity, constitution, 
     charisma, speed.
     Provides immunity to fire.
     Provides resistance to fire, fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, constitution.
     Slows your metabolism.
     Speeds regeneration.
     Prevents paralysis.
     Grants telepathy.
     Grants the ability to see invisible things.
     When activated, it grants you protection from evil for 1d25 plus 3 
     times your character level turns.
     It takes 200 turns to recharge after use.
d) a Calcite Ring of Speed (+14)
     +14 speed.
e) The Elfstone 'Elessar' (+7,+7) [+10] (+2)
     +2 strength, wisdom, charisma, speed.
     Provides resistance to fire, poison, fear.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it heals 500 hit points.
     It takes 200 turns to recharge after use.
f) The Palantir of Westernesse (+2)
     +2 intelligence, wisdom, searching, infravision.
     Provides resistance to blindness, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.
     Grants the ability to see invisible things.
     Aggravates creatures nearby.
     Drains experience.
     When activated, it maps the entire level and detects objects, trap
     s, doors, and stairs.
     It takes 50 turns to recharge after use.
     Radius 3 light.
g) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4) {!!}
     +4 strength, charisma.
     Provides resistance to acid, lightning, fire, cold, dark, 
     disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it removes all non-unique monsters represented by 
     a chosen symbol from the level, dealing you damage in the process.
     It takes 500 turns to recharge after use.
h) The Ethereal Cloak of Tuor [6,+12] (+4)
     +4 dexterity, stealth.
     Provides immunity to acid.
     Provides resistance to acid.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     Grants the ability to see invisible things.
i) The Leather Shield of the Haradrim [4,+13] (+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.
j) The Jewel Encrusted Crown of Numenor [0,+18] (+3)
     +3 intelligence, dexterity, charisma, searching, speed.
     Provides resistance to cold, light, dark, blindness, sound, shards.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     Grants the ability to see invisible things.
     Radius 1 light.
k) The Set of Leather Gloves 'Cambeleg' (+5,+4) [1,+11] (+2)
     +2 strength, constitution.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
l) The Pair of Leather Boots 'Dal-i-thalion' [2,+15] (+5)
     +5 dexterity.
     Provides resistance to confusion, nether, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains constitution.
     Prevents paralysis.
     When activated, it cures you of fear and poison.
     It takes 5 turns to recharge after use.


  [Character Inventory]

a) a Holy Book of Prayers [Beginners Handbook] {@p1}
b) a Holy Book of Prayers [Words of Wisdom] {@p2}
c) a Holy Book of Prayers [Chants and Blessings] {@p3}
d) a Holy Book of Prayers [Exorcism and Dispelling] {@p4}
e) a Holy Book of Prayers [Ethereal Openings] {!!k}
     Cannot be harmed by acid, electricity, fire, cold.
f) a Holy Book of Prayers [Godly Insights] {@p6}
     Cannot be harmed by acid, electricity, fire, cold.
g) a Holy Book of Prayers [Purifications and Healing]
     Cannot be harmed by acid, electricity, fire, cold.
h) a Holy Book of Prayers [Holy Infusions]
     Cannot be harmed by acid, electricity, fire, cold.
i) a Holy Book of Prayers [Wrath of God] {@p9}
     Cannot be harmed by acid, electricity, fire, cold.
j) 5 Copper Speckled Potions of Life
     It can be thrown at creatures with damaging effect.
k) 7 Purple Potions of Restore Mana
l) 2 Scrolls titled "wizzy teormo" of Banishment
m) a Scroll titled "vivuscus resis" of Mass Banishment
n) a Hemlock Staff of Healing (0 charges)
o) a Runed Staff of Teleportation (0 charges)
p) a Calcite Ring of Speed (+11)
     +11 speed.
q) The Ring of Power 'Vilya' (+10,+10) (+3)
     +3 strength, intelligence, wisdom, dexterity, constitution, 
     charisma, speed.
     Provides immunity to lightning.
     Provides resistance to lightning, poison, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains intelligence, dexterity, constitution.
     Slows your metabolism.
     Feather Falling.
     Speeds regeneration.
     Prevents paralysis.
     Stops experience drain.
     Grants telepathy.
     Grants the ability to see invisible things.
     When activated, it heals 1000 hit points.
     It takes 200 turns to recharge after use.
r) The Massive Iron Crown of Morgoth [0,+4] (+0)
     Provides resistance to acid, lightning, fire, cold, poison, fear, 
     light, dark, confusion, nexus, nether.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.
     Grants the ability to see invisible things.
     Radius 1 light.
s) The Mace 'Taratol' (3d4) (+12,+12) (charging) {!!}
     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 100 turns to recharge after use.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 71.5 against
     electricity-vulnerable creatures, 86.5 against dragons, and 56.5
     against normal creatures.
t) The Mighty Hammer 'Grond' (3d9) (+6,+2)
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.
     Grants the ability to see invisible things.
     Aggravates creatures nearby.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 69 against animals, 69 against
     evil creatures, 84 against orcs, 84 against trolls, 114 against
     dragons, 114 against demons, 114 against undead, and 54 against
     normal creatures.
     Sometimes creates earthquakes on impact.
u) 27 Seeker Arrows of Acid (4d4) (+14,+12)
     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 396 against
     acid-vulnerable creatures, and 132 against normal creatures.
     35% chance of breaking upon contact.
v) 20 Mithril Arrows of Wounding (3d4) (+16,+16) {=g}
     Cannot be harmed by acid, fire.
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 136.5 against
     normal creatures.
     35% chance of breaking upon contact.
w) 27 Mithril Arrows of Slay Evil (3d4) (+14,+13)
     Cannot be harmed by acid, fire.
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 255 against
     evil creatures, and 127.5 against normal creatures.
     35% chance of breaking upon contact.


  [Home Inventory]

a) 10 Azure Potions of Healing {=g}
     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.
b) The Amulet of Ingwe (+3)
     +3 intelligence, wisdom, charisma, infravision.
     Provides resistance to acid, lightning, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
     When activated, it deals five times your level's damage to all evi
     l creatures that you can see.
     It takes 50 turns to recharge after use.
c) The Necklace of the Dwarves (+3)
     +3 strength, constitution, infravision.
     Provides resistance to fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Speeds regeneration.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
     Radius 1 light.
d) The Arkenstone of Thrain
     Provides resistance to light, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     Stops experience drain.
     Grants the ability to see invisible things.
     
     When activated, it detects treasure, objects, traps, doors, stairs, 
     e3 light.
e) The Adamantite Plate Mail 'Soulkeeper' (-4) [40,+20] (+2)
     +2 constitution.
     Provides resistance to acid, cold, fear, dark, confusion, nexus, 
     nether, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains constitution.
     Stops experience drain.
     
     When activated, it heals 1000 hit points.
     It takes 444 turns to recharge after use.
f) The Cloak 'Colluin' [1,+15]
     Provides resistance to acid, lightning, fire, cold, poison.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it grants temporary resistance to acid, electricit
     y, fire, cold and poison for 1d20+20 turns.
     It takes 111 turns to recharge after use.
g) an Elven Cloak of Aman [6,+13] (+3 stealth)
     +3 stealth.
     Provides resistance to chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     
h) 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.
     
i) The Large Metal Shield of Anarion [5,+20]
     Provides resistance to acid, lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, intelligence, wisdom, dexterity, constitution, 
     charisma.
     
j) The Golden Crown of Gondor [0,+15] (+3)
     +3 strength, wisdom, constitution, speed.
     Provides resistance to fire, cold, light, blindness, confusion, 
     sound, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Speeds regeneration.
     Grants the ability to see invisible things.
     
     When activated, it heals 500 hit points.
     It takes 250 turns to recharge after use.
     Radius 1 light.
k) The Iron Helm of Dor-Lomin [5,+20] (+4)
     +4 strength, dexterity, constitution.
     Provides resistance to acid, lightning, fire, cold, fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.
     Grants the ability to see invisible things.
     
     Radius 1 light.
l) The Steel Helm of Hammerhand [6,+20] (+3)
     +3 strength, dexterity, constitution.
     Provides resistance to acid, cold, dark, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, dexterity, constitution.
     Aggravates creatures nearby.
     
m) a Pair of Leather Sandals of Speed [1,+8] (+6)
     +6 speed.
     
n) The Pair of Steel Shod Boots of Thror [6,+20] (+3)
     +3 strength, constitution, speed.
     Provides resistance to fear.
     Cannot be harmed by acid, electricity, fire, cold.
     
o) The Long Sword 'Anduril' (3d5) (+10,+15) [+10] (+4)
     +4 strength, dexterity.
     Provides resistance to fire, fear, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, dexterity.
     Blessed by the gods.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
     When activated, it creates a fire bolt with damage 72.
     It takes 40 turns to recharge after use.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 70 against evil creatures, 79
     against orcs, 79 against trolls, 79 against undead, 79 against
     fire-vulnerable creatures, and 61 against normal creatures.
p) 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 5 blows per round.  Each
     blow will do an average damage of 92 against animals, 110 against
     dragons, and 74 against normal creatures.
q) The Whip of Gothmog (6d3) (+13,+15) (-3) {cursed}
     Heavily cursed.
     -3 intelligence, wisdom, dexterity.
     Provides immunity to fire.
     Provides resistance to lightning, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     Aggravates creatures nearby.
     
     When activated, it creates a fire ball with damage 144.
     It takes 15 turns to recharge after use.
     Radius 1 light.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 76 against animals, 88 against
     trolls, 88 against giants, 88 against fire-vulnerable creatures, 
     112 against dragons, and 64 against normal creatures.
r) The Great Hammer of Aule (9d3) (+19,+21) [+5] (+4)
     +4 wisdom, tunneling.
     Provides resistance to acid, lightning, fire, cold, fear, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     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 94 against evil creatures, 112
     against demons, 112 against undead, 112 against acid-vulnerable
     creatures, 148 against dragons, and 76 against normal creatures.
s) The Long Bow of Bard (x3) (+17,+19) (+2)
     +2 dexterity, speed, shooting power.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     


  [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 27.2.2009 18:42

Download this dump

2926. on the Ladder (of 19045)
704. on the Angband Ladder (of 6535)
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