The Angband Ladder: Amantee, High-Elf Priest by Estie

  [Angband 3.1.0 beta Character Dump]

 Sex    Female       Age            111   STR:  18/70  +1  -1  +3 18/100
 Race   High-Elf     Height          92   INT:     12  +3  -3  +0     12
 Class  Priest       Weight         151   WIS:  18/83  -1  +3 +10 18/203
 Title  Canon        Social  Well-liked   DEX:     16  +3  -1  +5  18/50
 HP     404/404      Maximize         Y   CON:  18/47  +1  +0  +4  18/97
 SP     281/281                           CHR:     14  +5  +2  +0  18/30


 Level               35   Armor    [20,+94]     Saving Throw        100%
 Cur Exp         857040   Fight    (+16,+7)     Stealth           Heroic
 Max Exp         857040   Melee   (+29,+16)     Fighting          Superb
 Adv Exp         990000   Shoot   (+20,+12)     Shooting          Superb
 MaxDepth   3750' (L75)   Blows      2/turn     Disarming            54%
 Turns          5082271   Shots      1/turn     Magic Device      Heroic
 Gold            125291   Infra       40 ft     Perception        1 in 1
 Burden       159.3 lbs   Speed          18     Searching            54%

 You are one of several children of a Telerin Ranger.  You have light
 grey eyes, straight black hair, and a fair 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 Long Sword (Holy Avenger) (2d5) (+13,+9) [+1] (+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 2 blows per round.  Each
     blow will do an average damage of 28 against evil creatures, 34
     against demons, 34 against undead, and 22 against normal creatures.
b) The Long Bow of Morion (x3) (+4,+12)
     Provides immunity to cold.
     Cannot be harmed by acid, electricity, fire, cold.
c) an Amethyst Ring of Speed (+7)
     +7 speed.
d) a Jade Ring of Constitution (+4)
     +4 constitution.
     Sustains constitution.
e) a Bone Amulet of Wisdom (+3)
     +3 wisdom.
     Sustains wisdom.
f) The Phial 'Morost' {!*!*!*}
     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 Soft Leather Armour of Faegoth [4,+34] (+2)
     +2 stealth, searching, speed.
     Provides resistance to acid, lightning, fire, cold, light.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains constitution.
     Stops experience drain.
h) an Elven Cloak of Stealth [6,+7] (+5 stealth)
     +5 stealth.
i) a Large Metal Shield of Elvenkind [8,+18] (+1 stealth)
     +1 stealth.
     Provides resistance to acid, lightning, fire, cold, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
j) The Jewel Encrusted Crown of Faedruin [0,+18] (+3)
     +3 strength, wisdom.
     Provides resistance to light.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength.
     Prevents paralysis.
     Grants telepathy.
     Grants the ability to see invisible things.
     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.
k) a Set of Leather Gloves of Thievery (+7,+1) [1,+4] (+5)
     +5 dexterity, searching.
     Feather Falling.
     Prevents paralysis.
l) a Pair of Leather Sandals of Speed [1,+9] (+9)
     +9 speed.


  [Character Inventory]

a) 3 Holy Books of Prayers [Words of Wisdom] {@m2}
b) 3 Holy Books of Prayers [Chants and Blessings] {@m3}
c) 3 Holy Books of Prayers [Exorcism and Dispelling] {@m4}
d) a Holy Book of Prayers [Ethereal Openings] {@m5}
     Cannot be harmed by acid, electricity, fire, cold.
e) a Holy Book of Prayers [Godly Insights] {@m6}
     Cannot be harmed by acid, electricity, fire, cold.
f) a Holy Book of Prayers [Purifications and Healing] {@m7}
     Cannot be harmed by acid, electricity, fire, cold.
g) 20 Grey Potions of Cure Critical Wounds
h) 2 Cloudy Potions of Restore Mana
i) 20 Scrolls titled "utius atips" of Phase Door
j) 12 Scrolls titled "hannhir cul" of Teleport Level
k) 10 Scrolls titled "prome pluth" of Recharging
l) 3 Lead-Plated Rods of Teleport Other
m) 3 Zinc-Plated Wands of Stone to Mud (5 charges)
n) 5 Lead-Plated Wands of Teleport Other (22 charges)
o) 2 Banyan Staffs of *Destruction* (5 charges)
p) 2 Birch Staffs of Teleportation (12 charges)
q) 2 Eucalyptus Staffs of Speed (1 charge)
r) 12 Arrows of Slay Evil (1d4) (+13,+17)
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 189 against
     evil creatures, and 94.5 against normal creatures.
     35% chance of breaking upon contact.
s) 6 Seeker Arrows of Frost (4d4) (+11,+6)
     Cannot be harmed by cold.
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 252 against
     frost-vulnerable creatures, and 84 against normal creatures.
     35% chance of breaking upon contact.


  [Home Inventory]

a) 4 Metallic Blue 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) 4 Icky Green Potions of *Healing*
     When ingested, it restores 1200 hit points, heals cut damage, and 
     cures stunning, poisoning, blindness, and confusion.
     It can be thrown at creatures with damaging effect.
c) a Coagulated Crimson 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) 7 Bubbling Potions of Speed
     When ingested, it hastens you for 2d10+20 turns.
e) 11 Scrolls titled "fla pligo tus" of Teleportation
     When read, it teleports you randomly up to 100 squares away.
f) a Jade Ring of Constitution (+4)
     +4 constitution.
     Sustains constitution.
     
g) a Ruby Ring of Acid [+15]
     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 d50+50 turns to recharge after use.
h) an Azurite Ring of Damage (+0,+14)
i) a Golden Amulet of the Magi [+4] (+3)
     +3 intelligence, searching.
     Provides resistance to confusion.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains intelligence.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
j) The Full Plate Armour 'Carver' (-3) [26,+14] (+6)
     +6 charisma, speed.
     Provides resistance to acid, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Stops experience drain.
     
     Radius 1 light.
k) a Robe of Elvenkind [2,+15] (+2 stealth)
     +2 stealth.
     Provides resistance to acid, lightning, fire, cold, blindness.
     Cannot be harmed by acid, electricity, fire, cold.
     
l) Soft Leather Armour of Elvenkind [4,+14] (+3 stealth)
     +3 stealth.
     Provides resistance to acid, lightning, fire, cold, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     
m) The Leather Scale Mail of Nenion (-1) [10,+19] (+2)
     +2 strength, intelligence.
     Provides resistance to lightning, fire, cold, light, sound, nether.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, charisma.
     Stops experience drain.
     
n) an Iron Crown of Serenity [0,+6]
     Provides resistance to fear, confusion, sound.
     
o) a Golden Crown of Might [0,+12] (+2)
     +2 strength, dexterity, constitution.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, dexterity, constitution.
     Prevents paralysis.
     
p) The Metal Cap of Elostel [3,+13] (+4)
     +4 constitution, searching.
     Provides resistance to blindness.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains wisdom, constitution.
     Feather Falling.
     Grants telepathy.
     Grants the ability to see invisible things.
     
q) The Pair of Steel Shod Boots of Silme [6,+12] (+4)
     +4 strength, charisma, stealth, infravision.
     Provides resistance to fire.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, charisma.
     Feather Falling.
     
     When activated, it drains up to 120 hit points of life from a targ
     et creature.
     It takes 40 turns to recharge after use.
r) The Pair of Steel Shod Boots of Marmendor [6,+10] (+2)
     +2 constitution.
     Provides resistance to acid, lightning, fire, light, blindness, 
     shards.
     Cannot be harmed by acid, electricity, fire, cold.
     
     Radius 1 light.
s) a Beaked Axe (Holy Avenger) (2d6) (+16,+21) [+3] (+3)
     +3 wisdom.
     Provides resistance to fear.
     Sustains strength.
     Blessed by the gods.
     Grants the ability to see invisible things.
     
     With this weapon, you would currently get 2 blows per round.  Each
     blow will do an average damage of 42 against evil creatures, 49
     against demons, 49 against undead, and 35 against normal creatures.
t) a Maul of Extra Attacks (4d4) (+8,+9) (+2)
     +2 attack speed.
     
     With this weapon, you would currently get 3 blows per round.  Each
     blow will do an average damage of 26 against normal creatures.
u) The Mattock 'Telromel' (1d8) (+7,+8) [+5] (+3)
     +3 tunneling.
     Provides immunity to cold.
     Provides resistance to dark.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it teleports you randomly up to 10 squares away.
     It takes 2 turns to recharge after use.
     With this weapon, you would currently get 1 blow per round,
     averaging a damage of 28.5 against demons, 28.5 against undead, 
     28.5 against frost-vulnerable creatures, and 19.5 against normal
     creatures.
v) 22 Arrows of Frost (1d4) (+13,+7)
     Cannot be harmed by cold.
     
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 193.5 against
     frost-vulnerable creatures, and 64.5 against normal creatures.
     35% chance of breaking upon contact.
w) 15 Mithril Shots of Holy Might (2d4) (+19,+15)
     Cannot be harmed by acid, fire.
     


  [Options]

Maximize effect of race/class bonuses        : yes (adult_maximize)
Randomize some of the artifacts (beta)       : yes (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        : no  (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 9.6.2009 01:11
Last updated on 9.6.2009 07:39

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9670. on the Ladder (of 19092)
4031. on the Angband Ladder (of 6562)
211. for this player (

Comments

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On 9.6.2009 01:11 Estie wrote:
Time for the priestess to show M the error of his ways.

On 9.6.2009 07:41 Estie wrote:
Finally found Godly Insights.
Pretty tough going so far, missing vital stuff still like resist confusion or poison.

On 9.6.2009 08:29 Pete Mack wrote:
Well, you could carry Serenity as a swap...



On 9.6.2009 14:28 Estie wrote:
Right, though " of the Magi would be better for that. Swapping would "only" loose the 0% fail rate and some SP. I didnt do it so far because, without Godly Inisights, I had carried various divination items and no room in my inventory.

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