The Angband Ladder: Angrim, High-Elf Warrior by <delit.one@gmail.com>
[Angband 3.0.9b Character Dump] Name Angrim Self RB CB EB Best Sex Male Age 101 STR! 18/100 +1 +5 +18 18/340 Race High-Elf Height 90 INT! 18/100 +3 -2 +5 18/160 Class Warrior Weight 205 WIS! 18/100 -1 -2 +10 18/170 Title ***WINNER*** Status 39 DEX! 18/100 +3 +2 +9 18/240 HP 1073/1073 Maximize Y CON! 18/100 +1 +2 +12 18/250 SP 0/0 CHR! 18/100 +5 -1 +11 18/250 Level 50 Armor [55,+146] Saving Throw Heroic Cur Exp 16039329 Fight (+58,+51) Stealth Good Max Exp 16039329 Melee (+73,+69) Fighting Legendary Adv Exp ******** Shoot (+68,+14) Shooting Legendary MaxDepth Lev 100 Blows 6/turn Disarming Superb Turns 1914184 Shots 1/turn Magic Device Heroic Gold 2338146 Infra 40 ft Perception Poor Burden 305.4 lbs Speed 22 Searching Poor You are the only child of a Telerin Ranger. You have light grey eyes, wavy black hair, and a fair complexion. abcdefghijkl@ abcdefghijkl@ Acid:......+.*.+.. Blind:...+.....+... Elec:......+...... Confu:.........+... Fire:.+*.+.+..+... Sound:........++... Cold:*..*..+..+... Shard:.......+..... Pois:....+........ Nexus:............. Fear:+.+.+...+...+ Nethr:..+.......... Lite:.....+...+..+ Chaos:........++... Dark:.....++...... Disen:......+...... abcdefghijkl@ abcdefghijkl@ S.Dig:..+.......... Stea.:............. Feath:...+......... Sear.:............. PLite:.........+... Infra:............. Regen:..++.....+... Tunn.:............. Telep:...+......... Speed:.++++....+.+. Invis:+.++.+...+..+ Blows:............. FrAct:+.++....+.+.. Shots:............. HLife:...+.+....... Might:............. [Character Equipment] a) The Great Axe of Eonwe (5d4) (+15,+18) [+8] (+2) It increases all your stats by 2. It slays orcs, undead, and all evil creatures, and is especially deadly against demons. It is branded with frost. It provides immunity to cold. It provides resistance to fear. It is blessed by the gods. It grants you immunity to paralysis and the ability to see invisible things. It activates for mass banishment every 1000 turns. It cannot be harmed by the elements. b) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10) It increases your speed by 10. It provides resistance to fire. It activates for fire branding of bolts every 999 turns. It cannot be harmed by the elements. c) The Ring of Power 'Narya' (+6,+6) (+1) It increases all your stats by 1. It increases your speed by 1. It provides immunity to fire. It provides resistance to fear and nether. It sustains your strength, wisdom, constitution, and charisma. It slows your metabolism and speeds your regeneration. It grants you immunity to paralysis and the ability to see invisible things. It activates for large fire ball (120) every 20+d20 turns. It cannot be harmed by the elements. d) The Ring of Power 'Nenya' (+8,+8) (+2) It increases all your stats by 2. It increases your speed by 2. It provides immunity to cold. It provides resistance to blindness and life draining. It sustains your intelligence, wisdom, and charisma. It makes you fall like a feather and speeds your regeneration. It grants you immunity to paralysis, the power of telepathy, and the ability to see invisible things. It activates for large frost ball (200) every 20+d20 turns. It cannot be harmed by the elements. e) The Elfstone 'Elessar' (+7,+7) [+10] (+2) It increases your strength, wisdom, and charisma by 2. It increases your speed by 2. It provides resistance to fire, poison, and fear. It activates for heal (500) every 200 turns. It cannot be harmed by the elements. f) The Arkenstone of Thrain It provides resistance to light, dark, and life draining. It usually provides light of radius 3. It grants you the ability to see invisible things. It activates for detection every 30+d30 turns. It cannot be harmed by the elements. g) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4) It increases your strength and charisma by 4. It provides resistance to acid, lightning, fire, cold, dark, and disenchantment. It activates for banishment every 500 turns. It cannot be harmed by the elements. h) a Shadow Cloak of Protection [6,+18] It provides resistance to shards. It cannot be harmed by the elements. i) The Small Metal Shield of Thorin [3,+25] (+4) It increases your strength and constitution by 4. It provides immunity to acid. It provides resistance to fear, sound, and chaos. It grants you immunity to paralysis. It cannot be harmed by the elements. j) The Golden Crown of Gondor [0,+15] (+3) It increases your strength, wisdom, and constitution by 3. It increases your speed by 3. It provides resistance to fire, cold, light, blindness, confusion, sound, and chaos. It usually provides light of radius 4. It speeds your regeneration. It grants you the ability to see invisible things. It activates for heal (500) every 250 turns. It cannot be harmed by the elements. k) The Set of Cesti of Fingolfin (+10,+10) [5,+20] (+4) It increases your dexterity by 4. It provides resistance to acid. It grants you immunity to paralysis. It activates for a magical arrow (150) every 30+d30 turns. It cannot be harmed by the elements. l) a Pair of Metal Shod Boots of Speed [6,+10] (+9) It increases your speed by 9. [Character Inventory] a) 29 Pieces of Elvish Waybread b) 19 Pungent Potions of Speed {!*} c) 2 Green Speckled Potions of Berserk Strength {!*} d) 3 Vermilion Potions of Healing {!*} e) 3 Crimson Potions of *Healing* {!*} f) 8 Gold Speckled Potions of Life {!*} g) 14 Scrolls titled "sormoluo ge" of Phase Door h) 4 Scrolls titled "coma fabdo cus" of Teleportation {!*} i) 5 Lead Rods of Perception {@z4} It cannot be harmed by electricity. j) 3 Mithril Rods of Recall {!*} It cannot be harmed by electricity. k) 3 Molybdenum Rods of Illumination {@z1} l) 2 Tin Rods of Enlightenment {@z3} m) 5 Zinc-Plated Rods of Detection (4 charging) {@z2} It cannot be harmed by electricity. n) an Aluminum Rod of Speed It cannot be harmed by electricity. o) 5 Platinum Rods of Teleport Other p) 3 Runed Rods of Disarming q) The Ring of Power 'Vilya' (+10,+10) (+3) It increases all your stats by 3. It increases your speed by 3. It provides immunity to lightning. It provides resistance to poison, disenchantment, and life draining. It sustains your strength, dexterity, and constitution. It slows your metabolism, makes you fall like a feather, and speeds your regeneration. It grants you immunity to paralysis and the ability to see invisible things. It activates for large lightning ball (250) every 20+d20 turns. It cannot be harmed by the elements. r) The Massive Iron Crown of Morgoth [0,+0] (+125) {cursed} It increases all your stats by 125. It increases your infravision by 125. It is cursed. It cannot be harmed by the elements. It might have hidden powers. s) The Mighty Hammer 'Grond' (9d9) (+5,+25) [+10] It slays animals, orcs, trolls, and all evil creatures, and is especially deadly against dragons, demons, and undead. It creates earthquakes on impact. It grants you the power of telepathy and the ability to see invisible things, but it also aggravates creatures around you. It cannot be harmed by the elements. t) 18 Bolts (1d5) (+9,+7) u) 18 Seeker Bolts of Slay Giant (5d5) (+13,+15) It slays giants. [Home Inventory] a) 13 Furry Mushrooms of Restoring b) 8 Scrolls titled "contia morta" of *Identify* c) an Adamantite Ring of Speed (+16) It increases your speed by 16. d) The Ring of Barahir (+1) It increases all your stats by 1. It increases your stealth by 1. It provides resistance to poison and dark. It cannot be harmed by the elements. e) The Ring of Tulkas (+4) It increases your strength, dexterity, and constitution by 4. It provides resistance to fear. It activates for haste self (75+d75 turns) every 150+d150 turns. It cannot be harmed by the elements. f) The Necklace of the Dwarves (+3) It increases your strength and constitution by 3. It increases your infravision by 3. It provides resistance to fear. It usually provides light of radius 4. It speeds your regeneration. It grants you immunity to paralysis and the ability to see invisible things. It cannot be harmed by the elements. g) an Adamant Amulet of ESP (+6) It increases your searching by 6. It grants you the power of telepathy. It cannot be harmed by the elements. h) a Copper Amulet of Weaponmastery (+4,+4) (+3) It increases your strength by 3. It provides resistance to fear and disenchantment. It sustains your strength and constitution. It grants you immunity to paralysis. i) The Palantir of Westernesse (+2) It increases your intelligence and wisdom by 2. It increases your searching and infravision by 2. It provides resistance to blindness and chaos. It usually provides light of radius 3. It grants you the power of telepathy and the ability to see invisible things, but it also aggravates creatures around you and drains experience. It activates for clairvoyance every 50+d50 turns. It cannot be harmed by the elements. j) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3) It increases your intelligence, wisdom, and constitution by 3. It provides resistance to acid, poison, and confusion. It activates for door and trap destruction every 10 turns. It cannot be harmed by the elements. k) The Full Plate Armour of Isildur [25,+25] (+1) It increases your constitution by 1. It provides resistance to acid, lightning, fire, cold, confusion, sound, and nexus. It cannot be harmed by the elements. l) The Hard Leather Armour of Himring [6,+15] It provides resistance to poison, nether, and chaos. It activates for protection from evil every 100+d100 turns. It cannot be harmed by the elements. m) The Cloak 'Colluin' [1,+15] It provides resistance to acid, lightning, fire, cold, and poison. It activates for resistance (20+d20 turns) every 111 turns. It cannot be harmed by the elements. n) a Shadow Cloak of the Magi [6,+16] (+2) It increases your intelligence by 2. It increases your stealth by 2. It sustains your intelligence. It speeds your regeneration. It cannot be harmed by acid. o) The Large Leather Shield of the Haradrim [4,+15] (+2) It increases your strength and constitution by 2. It provides resistance to poison, fear, and blindness. It sustains your strength and constitution. It aggravates creatures around you. It activates for berserk rage (50+d50 turns) every 50 turns. It cannot be harmed by the elements. p) a Large Leather Shield of Preservation [4,+25] It provides resistance to confusion, disenchantment, and life draining. It sustains your strength, dexterity, and constitution. It cannot be harmed by the elements. q) The Large Leather Shield of Celegorm [4,+20] It provides resistance to acid, lightning, fire, cold, light, and dark. It cannot be harmed by the elements. r) The Large Metal Shield of Anarion [5,+20] It provides resistance to acid, lightning, fire, and cold. It sustains all your stats. It cannot be harmed by the elements. s) The Shield of Deflection of Gil-galad [10,+20] (+5) It increases your wisdom and charisma by 5. It provides resistance to acid, lightning, dark, and disenchantment. It sustains your wisdom, dexterity, and charisma. It usually provides light of radius 4. It activates for starlight (10d8) every 100 turns. It cannot be harmed by the elements. t) The Jewel Encrusted Crown of Numenor [0,+18] (+3) It increases your intelligence, dexterity, and charisma by 3. It increases your searching and speed by 3. It provides resistance to cold, light, dark, blindness, sound, and shards. It usually provides light of radius 4. It grants you immunity to paralysis and the ability to see invisible things. It cannot be harmed by the elements. u) The Hard Leather Cap of Thranduil [2,+10] (+2) It increases your intelligence and wisdom by 2. It provides resistance to blindness. It grants you the power of telepathy. It cannot be harmed by the elements. v) The Steel Helm of Hammerhand [6,+20] (+3) It increases your strength, dexterity, and constitution by 3. It provides resistance to acid, cold, dark, and nexus. It sustains your strength, dexterity, and constitution. It aggravates creatures around you. It cannot be harmed by the elements. w) The Pair of Metal Shod Boots of Thror [6,+20] (+3) It increases your strength and constitution by 3. It increases your speed by 3. It provides resistance to fear. It cannot be harmed by the elements. x) The Glaive of Pain (9d6) (+0,+30) It provides resistance to fear. It cannot be harmed by the elements. [Options] Adult: Maximize effect of race/class bonuses : yes (adult_maximize) Adult: Randomize some of the artifacts (beta): no (adult_randarts) Adult: Auto-scum for good levels : yes (adult_autoscum) Adult: Restrict the use of stairs/recall : no (adult_ironman) Adult: Restrict the use of stores/home : no (adult_no_stores) Adult: Restrict creation of artifacts : no (adult_no_artifacts) Adult: Don't stack objects on the floor : no (adult_no_stacking) Adult: Preserve artifacts when leaving level : no (adult_no_preserve) Adult: 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 13.6.2009 12:45
2499. on the Ladder (of 19090)
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