The Angband Ladder: Gnosus, Human Priest by John McCoy
[Angband 3.1.0 beta Character Dump] Sex Male Age 15 STR: 18/73 +0 -1 +8 18/143 Race Human Height 80 INT: 11 +0 -3 +0 8 Class Priest Weight 190 WIS: 18/31 +0 +3 +4 18/101 Title Bishop Social Well-liked DEX: 18/75 +0 -1 +7 18/135 HP 312/334 Maximize Y CON: 18/37 +0 +0 +0 18/37 SP 145/145 CHR: 17 +0 +2 +0 18/10 Level 36 Armor [26,+88] Saving Throw 82% Cur Exp 544927 Fight (+36,+19) Stealth Fair Max Exp 544927 Melee (+46,+34) Fighting Superb Adv Exp 660000 Shoot (+43,+11) Shooting Excellent MaxDepth 2050' (L41) Blows 4/turn Disarming 54% Turns 1493212 Shots 1/turn Magic Device Superb Gold 183270 Infra 0 ft Perception 1 in 32 Burden 186.6 lbs Speed 12 Searching 16% You are one of several children of a Serf. You are a well liked child. You have blue eyes, straight red hair, and a very 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 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 4 blows per round. Each blow will do an average damage of 52 against evil creatures, 61 against orcs, 61 against trolls, 61 against undead, 61 against fire-vulnerable creatures, and 43 against normal creatures. b) a Heavy Crossbow of Power (x4) (+7,+11) c) a Garnet Ring of Resist Poison Provides resistance to poison. d) a Bloodstone Ring of Slaying (+7,+4) e) a Dragon Tooth 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 Leather Scale Mail 'Thalkettoth' (-1) [10,+25] (+3) {!d!k!s!v@w1} +3 dexterity, speed. Provides resistance to acid, shards. Cannot be harmed by acid, electricity, fire, cold. h) a Cloak of Protection [1,+11] Provides resistance to shards. Cannot be harmed by acid, electricity, fire, cold. i) a Large Metal Shield of Elvenkind [8,+11] (+1 stealth) +1 stealth. Provides resistance to acid, lightning, fire, cold, nexus. Cannot be harmed by acid, electricity, fire, cold. j) a Hard Leather Cap of Telepathy [2,+8] {!d!k!s!v@w5} Grants telepathy. k) a Set of Gauntlets of Power (+2,+5) [3,+6] (+4) +4 strength. l) a Pair of Leather Boots of Speed [2,+3] (+10) {!d!k!s!v} +10 speed. [Character Inventory] a) 3 Holy Books of Prayers [Beginners Handbook] b) 3 Holy Books of Prayers [Words of Wisdom] c) 5 Holy Books of Prayers [Chants and Blessings] d) 4 Holy Books of Prayers [Exorcism and Dispelling] e) 3 Holy Books of Prayers [Ethereal Openings] Cannot be harmed by acid, electricity, fire, cold. f) a Holy Book of Prayers [Godly Insights] 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) 16 Black Potions of Cure Critical Wounds i) a Red Speckled Potion of Speed j) 10 Scrolls titled "grebat pus" of Phase Door k) 3 Scrolls titled "ta sum ago" of Teleport Level {!*} l) 24 Scrolls titled "faut atia" of Identify m) a Rusty Rod of Fire Balls {!d!k!v!s} n) a Gold-Plated Rod of Recall {!*} Cannot be harmed by electricity. o) 3 Mithril Wands of Teleport Other (21 charges) p) 3 Birch Staffs of Teleportation (20 charges) {!*} q) a Jet Ring of Dexterity (+3) +3 dexterity. Sustains dexterity. r) a Hard Leather Cap of Seeing [2,+4] (+5 searching) {!d!k!s!v@w5} +5 searching. Provides resistance to blindness. Grants the ability to see invisible things. s) a Pair of Steel Shod Boots of Stability [6,+7] Provides resistance to nexus. Feather Falling. t) a Long Bow of Power (x3) (+3,+21) u) 13 Bolts of Slay Evil (1d5) (+9,+10) Fired from your current missile launcher, this arrow will hit targets up to 140 feet away, inflicting an average damage of 192 against evil creatures, and 96 against normal creatures. 25% chance of breaking upon contact. [Home Inventory] a) 7 Light Brown 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. b) 3 Azure Potions of Restore Mana When ingested, it restores your mana points to maximum. c) 7 Red Speckled Potions of Speed When ingested, it hastens you for 2d10+20 turns. d) a Silver Rod of Treasure Location {!d!k!s!v} When used, it detects all gold and objects on the level. It takes 50 turns to recharge after use. e) 2 Hickory Staffs of Speed (13 charges) When used, it hastens you for 2d10+20 turns. f) a Zircon Ring of Strength (+3) +3 strength. Sustains strength. g) an Engagement Ring of Constitution (+3) +3 constitution. Sustains constitution. h) an Alexandrite Ring of Damage (+0,+13) i) an Adamantite Ring of Accuracy (+9) j) a Turquoise Ring of Free Action {uncursed} Prevents paralysis. k) an Opal Ring of See Invisible {cursed} Cursed. Grants the ability to see invisible things. l) Soft Leather Armour of Elvenkind [4,+12] (+2 stealth) {!d!k!s!v@w1} +2 stealth. Provides resistance to acid, lightning, fire, cold, confusion. Cannot be harmed by acid, electricity, fire, cold. m) a Hard Leather Cap of Wisdom [2,+7] (+2) {!d!k!s!v} +2 wisdom. Sustains wisdom. n) 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. o) a Set of Caestus of Agility (+0,+3) [2,+8] (+5) +5 dexterity. p) a Pair of Iron Shod Boots of Free Action [3,+7] Prevents paralysis. q) 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 6 blows per round. Each blow will do an average damage of 36 against animals, 36 against evil creatures, 42 against undead, and 30 against normal creatures. r) The Zweihander 'Gurthang' (3d6) (+12,+16) (+2) {!d!k!s!v@w2} +2 strength. Provides resistance to fire, poison. Cannot be harmed by acid, electricity, fire, cold. Slows your metabolism. Speeds regeneration. Prevents paralysis. With this weapon, you would currently get 4 blows per round. Each blow will do an average damage of 62.5 against fire-vulnerable creatures, 62.5 against poison-vulnerable creatures, 83.5 against dragons, and 41.5 against normal creatures. s) a Beaked Axe (Holy Avenger) (2d6) (+14,+14) [+4] (+2) +2 wisdom. Provides resistance to fear. Sustains dexterity. Blessed by the gods. 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 43 against evil creatures, 50 against demons, 50 against undead, and 36 against normal creatures. t) The Battle Axe of Balli Stonehand (3d8) (+8,+11) [+5] (+3) {!d!s!k!v@w2} +3 strength, constitution, stealth. Provides resistance to acid, lightning, fire, cold, blindness. Cannot be harmed by acid, electricity, fire, cold. Feather Falling. Speeds regeneration. 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 67.5 against orcs, 67.5 against trolls, 67.5 against demons, and 40.5 against normal creatures. u) a Glaive (Holy Avenger) (2d6) (+8,+9) [+2] (+4) +4 wisdom. Provides resistance to fear. Sustains wisdom. Blessed by the gods. 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 38 against evil creatures, 45 against demons, 45 against undead, and 31 against normal creatures. v) The Quarterstaff 'Nar-i-vagil' (1d9) (+10,+20) (+3) +3 intelligence. Provides resistance to fire. Cannot be harmed by acid, electricity, fire, cold. With this weapon, you would currently get 4 blows per round. Each blow will do an average damage of 45 against animals, 50 against fire-vulnerable creatures, and 40 against normal creatures. w) a War Hammer (Defender) (3d3) (+6,+14) [+4] (+1 stealth) +1 stealth. Provides resistance to acid, lightning, fire, cold. Cannot be harmed by acid, electricity, fire, cold. Sustains charisma. Feather Falling. Speeds regeneration. 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 35 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 : 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 : yes (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 18.5.2009 04:16
9516. on the Ladder (of 19090)
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