The Angband Ladder: john, Dwarf Paladin by the_palm

  [Angband 3.1.0 beta Character Dump]

 Sex    Male         Age             44   STR:  18/95  +2  +3 +12 18/***
 Race   Dwarf        Height          45   INT! 18/100  -3  -3  +2  18/60
 Class  Paladin      Weight         152   WIS! 18/100  +2  +1  +4 18/170
 Title  Paladin      Social      Lordly   DEX! 18/100  -2  +0 +13 18/210
 HP     -39/976      Maximize         Y   CON:  18/92  +2  +2 +10 18/***
 SP     338/338                           CHR:  18/94  -3  +2  +4 18/124


 Level               45   Armor   [29,+142]     Saving Throw         97%
 Cur Exp        3783058   Fight   (+45,+37)     Stealth             Fair
 Max Exp        3783058   Melee   (+52,+46)     Fighting       Legendary
 Adv Exp        4185000   Shoot   (+61,+18)     Shooting          Heroic
 MaxDepth   4950' (L99)   Blows      7/turn     Disarming            64%
 Turns          1626906   Shots      1/turn     Magic Device      Heroic
 Gold           1743416   Infra       50 ft     Perception       1 in 38
 Burden       146.8 lbs   Speed          33     Searching            19%

 You are the only child of a Dwarven Miner.  You are a credit to the
 family.  You have dark brown eyes, straight black hair, a three foot
 beard, 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:.+...........


  [Last Messages]

> You hit Uriel, Angel of Fire.
> It was a great hit!
> You hit Uriel, Angel of Fire.
> It was a good hit!
> You hit Uriel, Angel of Fire.
> You miss Uriel, Angel of Fire.
> You hit Uriel, Angel of Fire.
> Uriel, Angel of Fire breathes plasma.
> You have been stunned.
> You hit Uriel, Angel of Fire.
> You miss Uriel, Angel of Fire.
> You hit Uriel, Angel of Fire.
> You miss Uriel, Angel of Fire.
> Uriel, Angel of Fire breathes fire.
> You die.

Killed by Uriel, Angel of Fire.

  [Character Equipment]

a) The Short Sword 'Sting' (1d6) (+7,+9) (+2)
     +2 strength, dexterity, constitution, speed, attack speed.
     Provides resistance to fear, light.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     Grants the ability to see invisible things.
     Radius 1 light.
     With this weapon, you would currently get 7 blows per round.  Each
     blow will do an average damage of 53 against animals, 53 against
     evil creatures, 56.5 against orcs, 56.5 against undead, and 49.5
     against normal creatures.
b) The Long Bow of Bard (x3) (+16,+18) (+2)
     +2 dexterity, speed, shooting power.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
c) an Emerald Ring of Speed (+12)
     +12 speed.
d) The Ring of Power 'Nenya' (+8,+8) (+2)
     +2 strength, intelligence, wisdom, dexterity, constitution, 
     charisma, speed.
     Provides immunity to cold.
     Provides resistance to cold, blindness.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains intelligence, wisdom, constitution.
     Feather Falling.
     Speeds regeneration.
     Prevents paralysis.
     Stops experience drain.
     Grants telepathy.
     Grants the ability to see invisible things.
     When activated, it restores your experience to full.
     It takes 200 turns to recharge after use.
e) The Elfstone 'Elessar' (+7,+7) [+10] (+2) (charging)
     +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 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.
g) The Leather Scale Mail 'Thalkettoth' (-1) [10,+25] (+3)
     +3 dexterity, speed.
     Provides resistance to acid, shards.
     Cannot be harmed by acid, electricity, fire, cold.
h) a Cloak of Aman [1,+15] (+2 stealth)
     +2 stealth.
     Provides resistance to chaos.
     Cannot be harmed by acid, electricity, fire, cold.
i) a Mithril Shield of Preservation [10,+36]
     Provides resistance to blindness, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, dexterity, constitution.
     Stops experience drain.
j) 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.
k) The Set of Leather Gloves 'Cambeleg' (+6,+7) [1,+14] (+2)
     +2 strength, constitution.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
l) a Pair of Leather Boots of Speed [2,+7] (+10)
     +10 speed.


  [Character Inventory]

a) a Holy Book of Prayers [Beginners Handbook]
b) a Holy Book of Prayers [Words of Wisdom]
c) 2 Holy Books of Prayers [Chants and Blessings]
d) 2 Holy Books of Prayers [Exorcism and Dispelling]
e) 4 Holy Books of Prayers [Ethereal Openings]
     Cannot be harmed by acid, electricity, fire, cold.
f) 6 Holy Books of Prayers [Godly Insights]
     Cannot be harmed by acid, electricity, fire, cold.
g) a Holy Book of Prayers [Wrath of God]
     Cannot be harmed by acid, electricity, fire, cold.
h) 17 Purple Speckled Potions of Cure Critical Wounds
i) 3 Clotted Red Potions of Healing
j) an Oily Yellow Potion of *Healing*
     It can be thrown at creatures with damaging effect.
k) a Bubbling Potion of Life
     It can be thrown at creatures with damaging effect.
l) a Violet Speckled Potion of Enlightenment
m) a Metallic Blue Potion of Speed
n) 2 Scrolls titled "siliquis" of *Destruction*
o) a Molybdenum Rod of Detection
     Cannot be harmed by electricity.
p) 2 Tin-Plated Rods of Teleport Other
q) 3 Tungsten Rods of Disarming
r) 2 Mithril-Plated Rods of Recall
     Cannot be harmed by electricity.
s) 4 Silver Rods of Identify
     Cannot be harmed by electricity.
t) The Set of Gauntlets 'Paurnen' [3,+14]
     Provides resistance to acid.
     Cannot be harmed by acid, electricity, fire, cold.
     Feather Falling.
     When activated, it creates an acid bolt with damage 5d8.
     It takes 5 turns to recharge after use.
u) The Scythe 'Avavir' (5d3) (+8,+8) [+10] (+3)
     +3 dexterity, charisma.
     Provides resistance to fire, cold, light.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     Grants the ability to see invisible things.
     When activated, it returns you from the dungeon or takes you to th
     e dungeon after a short delay.
     It takes 200 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 75 against fire-vulnerable
     creatures, 75 against frost-vulnerable creatures, and 55 against
     normal creatures.


  [Home Inventory]

a) 4 Holy Books of Prayers [Ethereal Openings]
     Cannot be harmed by acid, electricity, fire, cold.
     
b) 6 Holy Books of Prayers [Godly Insights]
     Cannot be harmed by acid, electricity, fire, cold.
     
c) 2 Holy Books of Prayers [Purifications and Healing]
     Cannot be harmed by acid, electricity, fire, cold.
     
d) 4 Aluminum Rods of Treasure Location
     When used, it detects all gold and objects on the level.
     It takes 50 turns to recharge after use.
e) 2 Cypress Staffs of Holiness (0 charges)
     When used, it inflicts damage on evil creatures you can see, cures 
     50 hit points, heals all temporary effects and grants you protecti
     on from evil.
f) an Emerald Ring of Speed (+11)
     +11 speed.
     
g) a Bloodstone Ring of Acid [+13]
     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) The Ring of Barahir (+1)
     +1 strength, intelligence, wisdom, dexterity, constitution, 
     charisma, stealth.
     Provides resistance to poison, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     
i) 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.
j) a Carved Oak Amulet of Charisma (+6) (squelch)
     +6 charisma.
     Sustains charisma.
     
k) 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.
l) The Jewel 'Evenstar' (charging)
     Provides resistance to cold, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains intelligence, wisdom, constitution.
     Stops experience drain.
     
     When activated, it restores your experience to full.
     It takes 150 turns to recharge after use.
m) The Star of Elendil (charging)
     Cannot be harmed by acid, electricity, fire, cold.
     Grants the ability to see invisible things.
     
     When activated, it maps the area around you in a 30-radius circle.
     It takes 50 turns to recharge after use.
     Radius 3 light.
n) The Full Plate Armour of Isildur [26,+25] (+1)
     +1 constitution.
     Provides resistance to acid, lightning, fire, cold, confusion, 
     sound, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     
o) The Cloak of Thingol [1,+18] (+3)
     +3 dexterity, charisma.
     Provides resistance to acid, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     
     When activated, it tries to recharge a wand or staff, destroying t
     he wand or staff on failure.
     It takes 70 turns to recharge after use.
p) The Leather Shield of Celegorm [4,+20]
     Provides resistance to acid, lightning, fire, cold, light, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     
q) The Metal Cap of Thengel [3,+9] (+3)
     +3 wisdom, charisma.
     Provides resistance to confusion.
     Cannot be harmed by acid, electricity, fire, cold.
     
r) The Iron Helm 'Holhenneth' [5,+10] (+2)
     +2 intelligence, wisdom, searching.
     Provides resistance to blindness, confusion.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants the ability to see invisible things.
     
     When activated, it detects treasure, objects, traps, doors, stairs, s) a
Set of Gauntlets of Power (+1,+3) [3,+5] (+4)

     w+4 strength.
     
t) The Pair of Leather Boots of Wormtongue (-8,-8) [2,+0] (+3) {cursed}
     Cursed.
     +3 intelligence, dexterity, stealth, speed.
     Cannot be harmed by acid, electricity, fire, cold.
     Feather Falling.
     
     When activated, it teleports you randomly up to 10 squares away.
     It takes 20 turns to recharge after use.
u) The Beaked Axe of Hurin (3d6) (+12,+15) (+2)
     +2 strength, constitution.
     Provides resistance to acid, fire, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it puts you in a berserker rage for d50+50 turns.
     It takes 80 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 83.5 against trolls, 83.5
     against dragons, 83.5 against acid-vulnerable creatures, 104.5
     against demons, and 62.5 against normal creatures.
v) The Battle Axe of Balli Stonehand (3d8) (+8,+11) [+5] (+3)
     +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 5 blows per round.  Each
     blow will do an average damage of 88.5 against orcs, 88.5 against
     trolls, 88.5 against demons, and 61.5 against normal creatures.
w) The Short Bow of Amras (x2) (+12,+15) (+1 speed)
     +1 intelligence, wisdom, dexterity, speed, shooting speed, 
     shooting power.
     Provides resistance to lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Slows your metabolism.
     


  [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       : no  (adult_ai_sound)
Adult: Monsters chase recent locations       : no  (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 12.7.2009 07:37
Last updated on 19.7.2009 06:39

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7081. on the Ladder (of 19090)
3085. on the Angband Ladder (of 6561)
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Comments

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On 12.7.2009 07:37 the_palm wrote:
My best ever Angband character to date - got incredibly lucky with artifacts / speed boots

On 18.7.2009 14:36 the_palm wrote:
finally got a =speed

On 19.7.2009 03:59 the_palm wrote:
now my deepest ever character by about 35 dlvls, picked up some nice rings

On 19.7.2009 07:07 LCC wrote:
At "you have been stunned", you should have quaffed a potion of healing. Your to-hit and to-dam goes down when you are stunned, so there is no point to hitting again, even if you had not desperately needed a heal anyway. Hindsight is 20/20.

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