The Angband Ladder: Faran, Dunadan Warrior by Sirridan

  [Angband 3.1.0 beta Character Dump]

 Sex    Male         Age             53   STR:     18  +1  +5  +3  18/90
 Race   Dunadan      Height          82   INT:     13  +2  -2  +2     15
 Class  Warrior      Weight         201   WIS:     10  +2  -2  +2     12
 Title  Myrmidon     Social  Well-liked   Dex:     18  +2  +2  +5  18/90  18/70
 HP     366/366      Maximize         Y   CON:     15  +3  +2  +0  18/20
 SP     0/0                               CHR:     13  +2  -1  +0     14


 Level               27   Armor    [42,+33]     Saving Throw         51%
 Cur Exp          57292   Fight    (+6,+18)     Stealth           Superb
 Max Exp          57292   Melee   (+11,+23)     Fighting          Heroic
 Adv Exp          63000   Shoot   (+19,+17)     Shooting          Heroic
 MaxDepth   1900' (L38)   Blows      4/turn     Disarming            59%
 Turns           333631   Shots      1/turn     Magic Device   Excellent
 Gold             19765   Infra        0 ft     Perception       1 in 35
 Burden       122.7 lbs   Speed      Normal     Searching            17%

 You are one of several children of a Townsman.  You are a credit to
 the family.  You have dark brown eyes, straight brown hair, 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 Dagger (Defender) (1d4) (+5,+5) (+2 stealth)
     +2 stealth.
     Provides resistance to acid, lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength.
     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 25.5 against normal creatures.
b) a Short Bow of Extra Might (x2) (+13,+17) (+1)
     +1 shooting power.
c) a Tortoise Shell Ring of Strength (+3)
     +3 strength.
     Sustains strength.
d) an Obsidian Ring of Damage (+0,+12)
e) an Obsidian Amulet of Regeneration
     Speeds regeneration.
f) a Lantern (Everburning)
     Cannot be harmed by fire.
     Radius 2 light.  No fuel required.
g) Pseudo-Dragon Scale Mail (-2) [30,+11]
     Provides resistance to light, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it allows you to breathe light or darkness for 200 
     damage.
     It takes d300+300 turns to recharge after use.
h) (nothing)
i) a Leather Shield of Elvenkind [6,+10] (+2 stealth)
     +2 stealth.
     Provides resistance to acid, lightning, fire, cold, sound.
     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,+1) [2,-2] (+5)
     +5 dexterity.
l) a Pair of Leather Boots of Stealth [2,+1] (+2)
     +2 stealth.


  [Character Inventory]

a) 19 Rations of Food
b) 7 Red Potions of Cure Serious Wounds
c) 9 Light Blue Potions of Cure Critical Wounds
d) 2 Misty Potions of Healing
e) a Violet Potion of Enlightenment
f) 7 Dark Blue Potions of Heroism
g) 23 Scrolls titled "lacatus onus" of Phase Door
h) 3 Scrolls titled "uto coracus" of Identify
i) 2 Scrolls titled "eximundo" of Word of Recall
j) a Titanium Rod of Treasure Location
k) 2 Lead-Plated Rods of Door/Stair Location
l) a Cast Iron Rod of Detection
     Cannot be harmed by electricity.
m) 2 Iron Rods of Curing
     Cannot be harmed by electricity.
n) a Molybdenum Rod of Disarming
o) an Ivory Staff of Mapping (5 charges)
p) an Ironwood Staff of Curing (6 charges)
q) 3 Sycamore Staffs of Teleportation (21 charges)
r) a Bronze Ring of Escaping (+4 speed)
     +4 speed.
     Makes you unable to hit foes.


  [Home Inventory]

a) a Misty Potion 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) a Tangerine Potion of Speed
     When ingested, it hastens you for 2d10+20 turns.
c) 2 Brown Speckled Potions of Berserk Strength
     When ingested, it restores 30 hit points, removes fear and grants 
     you resistance to fear, +12 to-hit, and -10AC for 1d25+25 turns.
d) an Aluminum-Plated Rod of Lightning Bolts
     When aimed, it creates a lightning bolt with damage 6d6.
     It takes 11 turns to recharge after use.
e) a Nickel-Plated Wand of Fire Bolts (7 charges)
     When aimed, it creates a fire bolt with damage 12d8.
f) 2 Lead-Plated Wands of Confuse Monster (24 charges)
     When aimed, it attempts to magically confuse a single monster.
g) an Ivory Wand of Sleep Monster (20 charges)
     When aimed, it attempts to induce magical sleep in a single monste
     r.
h) 2 Gold Wands of Stone to Mud
     When aimed, it turns rock into mud.
     You do not know the full extent of this item's powers.
i) a Hickory Staff of Sleep Monsters (7 charges)
     When used, it sleeps all non-unique creatures within line of sight.
j) a Cypress Staff of Banishment (3 charges)
     When used, it removes all non-unique monsters represented by a cho
     sen symbol from the level, dealing you damage in the process.
k) an Aquamarine Ring of Teleportation (+2 speed)
     +2 speed.
     Induces random teleportation.
     
l) an Azurite Ring of Feather Falling
     Feather Falling.
     
m) a Carnelian Ring of Free Action {cursed}
     Cursed.
     Prevents paralysis.
     
n) a Wicker Shield [2] {magical}
     You do not know the full extent of this item's powers.
o) a Pair of Leather Boots of Slow Descent [2,+8]
     Feather Falling.
     
p) a Tulwar (Defender) (2d4) (+7,+6) [+5] (+4 stealth)
     +4 stealth.
     Provides resistance to acid, lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength.
     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 29 against normal creatures.
q) an Awl-Pike (Defender) (1d8) (+10,+15) [+5] (+1 stealth)
     +1 stealth.
     Provides resistance to acid, lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength.
     Feather Falling.
     Speeds regeneration.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
     With this weapon, you would currently get 3 blows per round.  Each
     blow will do an average damage of 37.5 against normal creatures.
r) a Great Axe (Holy Avenger) (4d4) (+10,+9) [+2] (+4)
     +4 wisdom.
     Provides resistance to fear.
     Sustains charisma.
     Blessed by the gods.
     Grants the ability to see invisible things.
     
     With this weapon, you would currently get 3 blows per round.  Each
     blow will do an average damage of 47 against evil creatures, 57
     against demons, 57 against undead, and 37 against normal creatures.
s) a Maul (Holy Avenger) (4d4) (+6,+8) [+2] (+1)
     +1 wisdom.
     Provides resistance to fear.
     Sustains intelligence.
     Blessed by the gods.
     Grants the ability to see invisible things.
     
     With this weapon, you would currently get 3 blows per round.  Each
     blow will do an average damage of 46 against evil creatures, 56
     against demons, 56 against undead, and 36 against normal creatures.
t) 24 Arrows of Lightning (1d4) (+9,+14)
     Cannot be harmed by electricity.
     
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 301.5 against
     electricity-vulnerable creatures, and 100.5 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 20.5.2009 07:33
Last updated on 20.5.2009 10:06

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13761. on the Ladder (of 19090)
5249. on the Angband Ladder (of 6561)
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Comments

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On 20.5.2009 07:33 Sirridan wrote:
Defender Tulwar on level 5, replaced with Defender dagger from level 8... Level 14 yields PseudoDSM. Vault on 24 or so yields a bunch of crap... except rod of detection which is nice. Going to dive to 35+ now, any suggestions?

On 20.5.2009 10:06 Sirridan wrote:
Dived a bit, picked up a new armor, found arti hat with telep and resist blindness. finally!

I would love some speed and rpois right now...

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