The Angband Ladder: Tartek, Dwarf Paladin by Tartek
[Angband 3.1.0 beta Character Dump] Sex Male Age 46 STR! 18/100 +2 +3 +12 18/*** Race Dwarf Height 48 INT! 18/100 -3 -3 +3 18/70 Class Paladin Weight 163 WIS! 18/100 +2 +1 +17 18/*** Title ***WINNER*** Social Lordly DEX! 18/100 -2 +0 +6 18/140 HP 1118/1118 Maximize Y CON! 18/100 +2 +2 +6 18/200 SP 401/401 CHR! 18/100 -3 +2 +14 18/*** Level 50 Armor [54,+134] Saving Throw 100% Cur Exp 15280314 Fight (+51,+40) Stealth Fair Max Exp 15280314 Melee (+68,+59) Fighting Legendary Adv Exp ******** Shoot (+61,+14) Shooting Heroic MaxDepth 5000' (L100) Blows 5/turn Disarming 67% Turns 14671112 Shots 1/turn Magic Device Heroic Gold 2987060 Infra 50 ft Perception 1 in 38 Burden 200.1 lbs Speed 31 Searching 19% You are the only child of a Dwarven Priest. You are a credit to the family. You have dark brown eyes, straight brown hair, a four 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:............. [Character Equipment] a) The Great Hammer of Aule (9d3) (+17,+19) [+3] (+4) +4 wisdom, tunneling. Provides resistance to acid, lightning, fire, cold, fear, nexus. Cannot be harmed by acid, electricity, fire, cold. 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 95 against evil creatures, 113 against demons, 113 against undead, 113 against acid-vulnerable creatures, 149 against dragons, and 77 against normal creatures. b) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10) +10 speed. Provides resistance to fire. Cannot be harmed by acid, electricity, fire, cold. c) a Moonstone Ring of Speed (+14) +14 speed. d) 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. 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 Mithril Plate Mail of Celeborn (-3) [35,+25] (+4) (charging) +4 strength, charisma. Provides resistance to acid, lightning, fire, cold, dark, disenchantment. Cannot be harmed by acid, electricity, fire, cold. 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. h) The Elven Cloak of Luthien [6,+20] (+2) (charging) +2 intelligence, wisdom, charisma, stealth, speed. Provides resistance to acid, fire, cold. Cannot be harmed by acid, electricity, fire, cold. When activated, it restores your experience to full. It takes 250 turns to recharge after use. i) The Mithril Shield of Gil-galad [10,+20] (+5) +5 wisdom, charisma. Provides resistance to acid, lightning, dark, disenchantment. Cannot be harmed by acid, electricity, fire, cold. Sustains wisdom, dexterity, charisma. When activated, it fires a line of light in all directions, each o ne causing 10d8 damage. It takes 100 turns to recharge after use. Radius 1 light. j) The Golden Crown of Gondor [0,+13] (+3) +3 strength, wisdom, constitution, speed. Provides resistance to fire, cold, light, blindness, confusion, sound, chaos. Cannot be harmed by acid, electricity, fire, cold. Speeds regeneration. Grants the ability to see invisible things. When activated, it heals 500 hit points. It takes 250 turns to recharge after use. Radius 1 light. k) The Set of Leather Gloves 'Cambeleg' (+7,+7) [1,+14] (+2) +2 strength, constitution. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. l) The Pair of Leather Boots 'Dal-i-thalion' [2,+15] (+5) +5 dexterity. Provides resistance to confusion, nether, chaos. Cannot be harmed by acid, electricity, fire, cold. Sustains constitution. Prevents paralysis. When activated, it cures you of fear and poison. It takes 5 turns to recharge after use. [Character Inventory] a) 5 Holy Books of Prayers [Beginners Handbook] b) 5 Holy Books of Prayers [Words of Wisdom] c) 5 Holy Books of Prayers [Chants and Blessings] d) 5 Holy Books of Prayers [Exorcism and Dispelling] e) a Holy Book of Prayers [Ethereal Openings] Cannot be harmed by acid, electricity, fire, cold. f) 2 Holy Books of Prayers [Godly Insights] Cannot be harmed by acid, electricity, fire, cold. g) 2 Holy Books of Prayers [Purifications and Healing] Cannot be harmed by acid, electricity, fire, cold. h) 2 Holy Books of Prayers [Holy Infusions] Cannot be harmed by acid, electricity, fire, cold. i) 2 Holy Books of Prayers [Wrath of God] Cannot be harmed by acid, electricity, fire, cold. j) 4 Dark Green Potions of Healing k) a Metallic Red Potion of Life It can be thrown at creatures with damaging effect. l) a Smoky Potion of Restore Mana m) a Cloudy Potion of Restore Life Levels n) a Metallic Purple Potion of Speed o) a Runed Rod of Healing Cannot be harmed by electricity. p) a Zinc Wand of Stone to Mud (0 charges) q) The Ring of Tulkas (+4) (charging) +4 strength, dexterity, constitution. Provides resistance to fear. Cannot be harmed by acid, electricity, fire, cold. When activated, it hastens you for d75+75 turns. It takes 150 turns to recharge after use. r) The Leather Scale Mail 'Thalkettoth' (-1) [10,+23] (+3) +3 dexterity, speed. Provides resistance to acid, shards. Cannot be harmed by acid, electricity, fire, cold. s) a Leather Shield of Elvenkind [6,+15] (+1 stealth) +1 stealth. Provides resistance to acid, lightning, fire, cold, nether. Cannot be harmed by acid, electricity, fire, cold. t) The Massive Iron Crown of Morgoth [0,+4] (+0) Provides resistance to acid, lightning, fire, cold, poison, fear, light, dark, confusion, nexus, nether. Cannot be harmed by acid, electricity, fire, cold. Grants telepathy. Grants the ability to see invisible things. Radius 1 light. u) a Pair of Ethereal Slippers of Speed [0,+9] (+10) +10 speed. Cannot be harmed by acid, electricity, fire, cold. v) The Mighty Hammer 'Grond' (3d9) (+2,+4) Cannot be harmed by acid, electricity, fire, cold. Grants telepathy. Grants the ability to see invisible things. Aggravates creatures nearby. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 74 against animals, 74 against evil creatures, 89 against orcs, 89 against trolls, 119 against dragons, 119 against demons, 119 against undead, and 59 against normal creatures. Sometimes creates earthquakes on impact. w) a Shovel of Digging (1d2) (+16,+13) (+5) +5 tunneling. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 57.5 against acid-vulnerable creatures, and 54.5 against normal creatures. [Home Inventory] a) 7 Holy Books of Prayers [Chants and Blessings] b) 5 Holy Books of Prayers [Exorcism and Dispelling] c) 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. d) The Chain Mail of Arvedui (-2) [14,+14] (+2) +2 strength, charisma. Provides resistance to acid, lightning, fire, cold, shards, nexus. Cannot be harmed by acid, electricity, fire, cold. e) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3) +3 intelligence, wisdom, constitution. Provides resistance to acid, poison, confusion. Cannot be harmed by acid, electricity, fire, cold. When activated, it destroys all traps and doors surrounding you. It takes 10 turns to recharge after use. f) The Metal Brigandine Armour of the Rohirrim [20,+15] (+2) +2 strength, dexterity. Provides resistance to acid, lightning, fire, cold, fear, confusion, sound. Cannot be harmed by acid, electricity, fire, cold. g) 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. h) The Mithril Chain Mail 'Belegennon' (-1) [28,+20] (+4) +4 stealth. Provides resistance to acid, lightning, fire, cold, poison. 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. i) The Hard Leather Armour of Himring [8,+15] Provides resistance to poison, nether, chaos. Cannot be harmed by acid, electricity, fire, cold. When activated, it grants you protection from evil for 1d25 plus 3 times your character level turns. It takes 100 turns to recharge after use. j) The Small Metal Shield of Thorin [3,+25] (+4) +4 strength, constitution. Provides immunity to acid. Provides resistance to fear, sound, chaos. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. k) The Leather Shield of the Haradrim [4,+15] (+2) +2 strength, constitution. Provides resistance to poison, fear, blindness. Cannot be harmed by acid, electricity, fire, cold. Sustains strength, constitution. Aggravates creatures nearby. When activated, it puts you in a berserker rage for d50+50 turns. It takes 50 turns to recharge after use. l) The Jewel Encrusted Crown of Numenor [0,+18] (+3) +3 intelligence, dexterity, charisma, searching, speed. Provides resistance to cold, light, dark, blindness, sound, shards. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. Grants the ability to see invisible things. Radius 1 light. m) 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. n) The Metal Cap of Celebrimbor [3,+18] (+3 searching) +3 intelligence, dexterity, charisma, searching. Provides resistance to acid, fire, shards, disenchantment. Cannot be harmed by acid, electricity, fire, cold. o) 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. p) The Steel Helm of Hammerhand [6,+20] (+3) +3 strength, dexterity, constitution. Provides resistance to acid, cold, dark, nexus. Cannot be harmed by acid, electricity, fire, cold. Sustains strength, dexterity, constitution. Aggravates creatures nearby. q) The Set of Caestus of Fingolfin (+10,+10) [5,+20] (+4) +4 dexterity. Provides resistance to acid. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. When activated, it fires a magical arrow with damage 150. It takes 30 turns to recharge after use. r) The Main Gauche of Maedhros (2d5) (+12,+15) (+3) +3 intelligence, dexterity, speed. Cannot be harmed by acid, electricity, fire, cold. 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 73 against trolls, 73 against giants, and 61 against normal creatures. s) The Bastard Sword of Eowyn (4d4) (+12,+16) (+4 stealth) +4 strength, charisma, stealth, speed. Provides resistance to cold, fear, dark, nether. Cannot be harmed by acid, electricity, fire, cold. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 76 against animals, 76 against evil creatures, 86 against giants, 106 against undead, and 66 against normal creatures. t) 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 78 against fire-vulnerable creatures, 78 against frost-vulnerable creatures, and 58 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 : 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 17.7.2009 17:20
2650. on the Ladder (of 19090)
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