The Angband Ladder: Einne, High-Elf Priest by Estie
[Angband 3.1.0 beta Character Dump] Sex Female Age 125 STR: 18/98 +1 -1 +3 18/128 Race High-Elf Height 79 INT: 18/55 +3 -3 +5 18/105 Class Priest Weight 177 WIS! 18/100 -1 +3 +8 18/200 Title Bishop Social Respected DEX: 18/49 +3 -1 +11 18/179 HP 781/781 Maximize Y CON: 18/93 +1 +0 +10 18/203 SP 321/321 CHR: 18/73 +5 +2 +11 18/*** Level 40 Armor [16,+96] Saving Throw 100% Cur Exp 2458963 Fight (+24,+13) Stealth Heroic Max Exp 2458963 Melee (+36,+23) Fighting Superb Adv Exp 2750000 Shoot (+34,+12) Shooting Superb MaxDepth 4500' (L90) Blows 7/turn Disarming 71% Turns 8496122 Shots 1/turn Magic Device Heroic Gold 356341 Infra 100 ft Perception 1 in 1 Burden 150.5 lbs Speed 29 Searching 64% You are the only child 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) The Main Gauche of Braste (1d5) (+12,+10) (+3) +3 strength, wisdom, attack speed. Provides resistance to acid, sound. Cannot be harmed by acid, electricity, fire, cold. Blessed by the gods. With this weapon, you would currently get 7 blows per round. Each blow will do an average damage of 26 against normal creatures. b) The Long Bow 'Asteil' (x3) (+10,+12) (+3) +3 shooting power. Provides immunity to cold. Cannot be harmed by acid, electricity, fire, cold. c) The Ring 'Armor' (+4) +4 intelligence, constitution. Provides resistance to light. Cannot be harmed by acid, electricity, fire, cold. Sustains intelligence. When activated, it hastens you for d75+75 turns. It takes 150 turns to recharge after use. d) a Tiger Eye Ring of Speed (+17) +17 speed. e) a Copper Amulet of Trickery (+3) +3 dexterity, stealth, searching, infravision, speed. Provides resistance to poison, nexus. Sustains dexterity. f) The Arkenstone of Maram (+4) +4 stealth. Provides resistance to poison. Cannot be harmed by acid, electricity, fire, cold. Sustains charisma. Slows your metabolism. Grants the ability to see invisible things. When activated, it detects treasure, objects, traps, doors, stairs, e3 light. g) The Studded Leather Armour of Ereriome (-1) [6,+11] (+6) +6 constitution, charisma, searching, speed. Provides resistance to acid, lightning, cold. Cannot be harmed by acid, electricity, fire, cold. Sustains intelligence. Speeds regeneration. Stops experience drain. When activated, it puts you in a berserker rage for d50+50 turns. It takes 80 turns to recharge after use. h) a Cloak of the Magi [1,+11] (+1) +1 intelligence, stealth. Cannot be harmed by acid. Sustains intelligence. Grants telepathy. i) a Wicker Shield of Preservation [2,+17] Provides resistance to fear, disenchantment. Cannot be harmed by acid, electricity, fire, cold. Sustains strength, dexterity, constitution. Stops experience drain. j) The Golden Crown of Ciril [0,+12] (+5) +5 wisdom, dexterity, charisma. Provides resistance to blindness, sound. Cannot be harmed by acid, electricity, fire, cold. Sustains dexterity, charisma. Feather Falling. k) The Set of Leather Gloves of Dondim (+6,+5) [1,+15] (+3) +3 dexterity, infravision. Provides resistance to chaos. Cannot be harmed by acid, electricity, fire, cold. Sustains dexterity. When activated, it fires a mana bolt with damage 12d8. It takes 30 turns to recharge after use. l) The Pair of Steel Shod Boots 'Annam' [6,+18] (+3) +3 stealth, speed. Provides resistance to lightning, cold, confusion. Cannot be harmed by acid, electricity, fire, cold. Sustains intelligence. Speeds regeneration. [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) a Holy Book of Prayers [Holy Infusions] {@m8} Cannot be harmed by acid, electricity, fire, cold. h) 7 Blue Speckled Potions of Healing i) 6 Metallic Purple Potions of Restore Mana j) 5 Dark Red Potions of Speed k) 15 Scrolls titled "flaero feanina" of Phase Door l) 18 Scrolls titled "co radoloki" of Teleportation m) 8 Scrolls titled "fincith" of Teleport Level n) 2 Copper-Plated Wands of Stone to Mud (4 charges) o) 4 Pine Staffs of *Destruction* (14 charges) p) a Sycamore Staff of Banishment (2 charges) q) a Dogwood Staff of Speed (5 charges) r) The Hard Leather Armour of Heborin (-1) [8,+14] Provides immunity to acid. Provides resistance to lightning, fire, cold. Cannot be harmed by acid, electricity, fire, cold. s) 9 Arrows of Lightning (1d4) (+13,+11) Cannot be harmed by electricity. Fired from your current missile launcher, this arrow will hit targets up to 180 feet away, inflicting an average damage of 459 against electricity-vulnerable creatures, and 153 against normal creatures. 35% chance of breaking upon contact. t) 23 Mithril Arrows of Slay Evil (3d4) (+9,+9) Cannot be harmed by acid, fire. Fired from your current missile launcher, this arrow will hit targets up to 180 feet away, inflicting an average damage of 342 against evil creatures, and 171 against normal creatures. 35% chance of breaking upon contact. [Home Inventory] a) 3 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. b) 3 Icky Green Potions 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. c) a Lapis Lazuli Ring of Constitution (+5) +5 constitution. Sustains constitution. d) 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. e) a Jasper Ring of Damage (+0,+14) f) The Ring of Relwe Provides resistance to poison, blindness. Cannot be harmed by acid, electricity, fire, cold. Sustains wisdom. g) a Carved Oak Amulet of Wisdom (+4) +4 wisdom. Sustains wisdom. h) a Golden Amulet of Weaponmastery (+4,+3) (+2) +2 strength. Provides resistance to fear, disenchantment. Sustains strength, constitution. Prevents paralysis. i) The Ribbed Plate Armour of Orinquen (-3) [28,+25] (+5) +5 dexterity, charisma, stealth, infravision, speed. Provides resistance to cold, nexus. Cannot be harmed by acid, electricity, fire, cold. When activated, it fires a ball of electricity in all directions, each one causing 150 damage. It takes 1000 turns to recharge after use. j) a Cloak of Aman [1,+22] (+2 stealth) +2 stealth. Provides resistance to confusion. Cannot be harmed by acid, electricity, fire, cold. k) an Elven Cloak of the Magi [6,+14] (+4) +4 intelligence, stealth. Cannot be harmed by acid. Sustains intelligence. Prevents paralysis. l) The Leather Shield of Olmin [6,+16] (+2) +2 dexterity, constitution. Provides resistance to acid, lightning, nether. Cannot be harmed by acid, electricity, fire, cold. Sustains dexterity, constitution. m) The Hard Leather Cap of Elchador [2,+12] (+4) +4 speed. Provides resistance to blindness. Cannot be harmed by acid, electricity, fire, cold. Grants telepathy. n) The Hard Leather Cap of Valas [2,+15] (+1) +1 constitution. Provides resistance to light. Cannot be harmed by acid, electricity, fire, cold. Sustains constitution. Grants telepathy. Grants the ability to see invisible things. When activated, it hastens you for d20+20 turns. It takes 100 turns to recharge after use. Radius 1 light. o) The Hard Leather Cap of Mirien [2,+12] (+2) +2 intelligence, wisdom. Provides resistance to blindness. Cannot be harmed by acid, electricity, fire, cold. Sustains intelligence. p) a Set of Alchemist's Gloves of Thievery (+3,+3) [0,+14] (+4) +4 dexterity, searching. Cannot be harmed by acid, electricity, fire, cold. Feather Falling. Prevents paralysis. q) The Pair of Leather Boots of Telona [2,+8] (+3) +3 intelligence. Provides resistance to dark. Cannot be harmed by acid, electricity, fire, cold. Sustains intelligence. Feather Falling. When activated, it fires a magic missile with damage 3d4. It takes 2 turns to recharge after use. r) a Scythe (Holy Avenger) (5d3) (+15,+13) [+3] (+4) +4 wisdom. Provides resistance to fear. Sustains constitution. Blessed by the gods. 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 43 against evil creatures, 53 against demons, 53 against undead, and 33 against normal creatures. s) a Scythe of Slicing of Extra Attacks (8d4) (+10,+10) (+2) +2 attack speed. With this weapon, you would currently get 6 blows per round. Each blow will do an average damage of 38 against normal creatures. t) The Long Bow 'Ilduin' (x3) (+15,+12) (+2) +2 strength, shooting power. Provides resistance to lightning, fire, sound. Cannot be harmed by acid, electricity, fire, cold. Sustains strength. Stops experience drain. u) a Long Bow of Lothlorien (x3) (+16,+16) (+2) +2 dexterity, shooting power. Cannot be harmed by acid, fire. Prevents paralysis. Grants telepathy. v) The Heavy Crossbow of Niath (x4) (+7,+16) (+3) +3 intelligence. Provides resistance to blindness. Cannot be harmed by acid, electricity, fire, cold. Sustains intelligence. w) 20 Bolts of Acid (1d5) (+7,+5) Cannot be harmed by acid. [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 : 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 11.11.2009 01:21
8300. on the Ladder (of 19090)
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