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The Angband Ladder: Ferrat VII, Half-Elf Paladin by <ferr@thehalf.elf>

  [Angband 3.0.5 Character Dump]

 Name   Ferrat VII                               Self  RB  CB  EB   Best
 Sex    Male              Age        29   STR! 18/100  +0  +3  +6 18/190
 Race   Half-Elf          Height     59   INT! 18/100  +1  -3  +4 18/120
 Class  Paladin           Weight    152   WIS! 18/100  -1  +1 +13 18/230
 Title  ***WINNER***      Status      9   DEX! 18/100  +1  +0  +8 18/190
 HP     1034/1034         Maximize    Y   CON! 18/100  -1  +2  +9 18/200
 SP     401/401           Preserve    Y   CHR! 18/100  +1  +2  +8 18/210

 Level           50       Armor    [29,+114]     Saving Throw     Heroic
 Cur Exp   11209209       Fight    (+45,+30)     Stealth            Fair
 Max Exp   11209209       Melee    (+50,+50)     Fighting      Legendary
 Adv Exp   ********       Shoot    (+55,+14)     Shooting      Legendary
 MaxDepth   Lev 100       Blows       5/turn     Disarming        Superb
 Gold       5285568       Shots       1/turn     Magic Device     Heroic
                                                 Perception    Excellent
 Burden   208.8 lbs       Infra        40 ft     Searching     Excellent

 Your mother was of the Nandor. You are one of several children of a
 Townsman.  You are the black sheep of the family.  You have green
 eyes, straight black hair, and a very dark 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 Bastard Sword 'Calris' (5d4) (+5,+20) (+5)
   It increases your constitution by 5.  It slays trolls, demons, and all
   evil creatures, and is especially deadly against dragons.  It provides
   resistance to disenchantment.  It aggravates creatures around you.  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) a Bronze Ring of Speed (+13)
   It increases your speed by 13.  
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 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 lights the dungeon around you.  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.  
g) The Leather Scale Mail 'Thalkettoth' (-1) [11,+25] (+3)
   It increases your dexterity by 3.  It increases your speed by 3.  It
   provides resistance to acid and shards.  It cannot be harmed by the
   elements.  
h) a Cloak of the Magi [1,+9] (+1) {40% off}
   It increases your intelligence by 1.  It increases your stealth by 1.  
   It provides resistance to life draining.  It sustains your intelligence.
   It cannot be harmed by acid.  
i) 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 lights the dungeon around you.  It
   activates for starlight (10d8) every 100 turns.  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 lights the dungeon around
   you and 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) a Set of Leather Gloves of Thievery (+5,+2) [1,+9] (+4)
   It increases your dexterity by 4.  It increases your searching by 4.  
   It makes you fall like a feather.  It grants you immunity to paralysis.
   
l) a Pair of Metal Shod Boots of Stability [6,+12]
   It provides resistance to nexus.  It makes you fall like a feather.  


  [Character Inventory]

a) 3 Holy Books of Prayers [Beginners Handbook]
b) 3 Holy Books of Prayers [Words of Wisdom]
c) 3 Holy Books of Prayers [Chants and Blessings]
d) 5 Holy Books of Prayers [Exorcism and Dispelling]
e) 2 Holy Books of Prayers [Ethereal Openings]
   It cannot be harmed by the elements.  
f) 2 Holy Books of Prayers [Godly Insights]
   It cannot be harmed by the elements.  
g) 2 Holy Books of Prayers [Purifications and Healing]
   It cannot be harmed by the elements.  
h) 2 Holy Books of Prayers [Holy Infusions]
   It cannot be harmed by the elements.  
i) a Holy Book of Prayers [Wrath of God]
   It cannot be harmed by the elements.  
j) 32 Dark Blue Potions of Speed
k) 3 Silver Speckled Potions of Healing
l) 3 Black Potions of Life
m) 26 Magenta Potions of Restore Mana
n) 5 Oily Yellow Potions of Restore Life Levels
o) 9 Scrolls titled "furog joel so" of Teleportation
p) 18 Scrolls titled "robie garuni" of *Destruction*
q) a Magnesium Rod of Healing
   It cannot be harmed by electricity.  
r) The Mattock of Nain (2d8) (+12,+18) (+6 to searching)
   It increases your strength by 6.  It increases your searching, 
   infravision, and tunneling by 6.  It slays orcs, trolls, giants, and 
   dragons.  It provides resistance to dark and disenchantment.  It
   activates for stone to mud every 2 turns.  It cannot be harmed by the
   elements.  


  [Home Inventory]

a) 27 Green Mushrooms of Restoring
b) 7 Pink Speckled Potions of Experience
c) 2 Iron Rods of Teleport Other
d) 2 Dogwood Staffs of Speed (2 charges)
e) 2 Bronze Rings of Speed (+11)
   It increases your speed by 11.  
f) The Arkenstone of Thrain
   It provides resistance to light, dark, and life draining.  It lights
   the dungeon around you.  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) Balance Dragon Scale Mail (-2) [30,+23]
   It provides resistance to sound, shards, chaos, and disenchantment.  It
   activates for breathe balance (250) every 300+d300 turns.  It cannot be
   harmed by the elements.  
h) 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.  
i) 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.  
j) The Mithril Chain Mail 'Belegennon' (-1) [28,+20] (+4)
   It increases your stealth by 4.  It provides resistance to acid, 
   lightning, fire, cold, and poison.  It activates for phase door every 2
   turns.  It cannot be harmed by the elements.  
k) 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.  
l) The Cloak 'Colannon' [1,+15] (+3)
   It increases your stealth and speed by 3.  It cannot be harmed by the
   elements.  It might have hidden powers.
m) a Shadow Cloak of Protection [6,+25]
   It provides resistance to shards.  It cannot be harmed by the elements.
   
n) 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.  
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) 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.  
q) The Massive Iron Crown of Morgoth [0,+0] (+125) {cursed}
   It increases all your stats by 125.  It increases your infravision by
   125.  It provides resistance to acid, lightning, fire, cold, poison, 
   fear, light, dark, confusion, nexus, and nether.  It lights the dungeon
   around you.  It grants you the power of telepathy and the ability to
   see invisible things, but it also is permanently cursed.  It cannot be
   harmed by the elements.  
r) The Iron Helm of Dor-Lomin [5,+20] (+4)
   It increases your strength, dexterity, and constitution by 4.  It
   provides resistance to acid, lightning, fire, cold, and fear.  It 
   lights the dungeon around you.  It grants you the power of telepathy 
   and the ability to see invisible things.  It cannot be harmed by the
   elements.  
s) The Set of Cesti of Fingolfin (+10,+10) [5,+20] (+4)
   It increases your dexterity by 4.  It cannot be harmed by the elements.
   It might have hidden powers.
t) a Set of Cesti of Combat (+1,+6) [5,+12] (+2)
   It increases your strength and constitution by 2.  It aggravates
   creatures around you.  
u) The Two-Handed Sword 'Zarcuthra' (4d6) (+19,+21) (+4)
   It increases your strength and charisma by 4.  It increases your 
   infravision by 4.  It slays animals, orcs, trolls, giants, demons, 
   undead, and all evil creatures, and is especially deadly against 
   dragons.  It is branded with fire.  It provides resistance to fire and 
   chaos.  It grants you immunity to paralysis and the ability to see
   invisible things, but it also aggravates creatures around you.  It
   cannot be harmed by the elements.  
v) The Two-Handed Sword 'Mormegil' (3d6) (+10,+10) [-10] (-10) {uncursed}
   It decreases your speed by 10.  It slays undead, and is especially
   deadly against dragons.  It is branded with poison.  It provides
   resistance to life draining.  It grants you the ability to see
   invisible things, but it also aggravates creatures around you and 
   drains experience.  It cannot be harmed by the elements.  
w) 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.  
x) The Heavy Crossbow of Umbar (x4) (+18,+18) (+2)
   It increases your strength and constitution by 2.  It increases your 
   shooting power by 2.  It provides resistance to lightning, light, dark, 
   and blindness.  It aggravates creatures around you.  It activates for a
   magical arrow (150) every 20+d20 turns.  It cannot be harmed by the
   elements.  


  [Options]

Adult: Allow purchase of stats using points  : no  (adult_point_based)
Adult: Allow specification of minimal stats  : no  (adult_auto_roller)
Adult: Maximize effect of race/class bonuses : yes (adult_maximize)
Adult: Preserve artifacts when leaving level : yes (adult_preserve)
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: Randomize some of the artifacts (beta): no  (adult_rand_artifacts)
Adult: Don't stack objects on the floor      : no  (adult_no_stacking)
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 24.9.2005 06:00
Last updated on 6.10.2005 08:20

Download this dump

3411. on the Ladder (of 17706)
973. on the Angband Ladder (of 5826)
Second best for this player (out of 5)

Comments

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On 24.9.2005 06:00 ferr@thehalf.elf wrote:
Ferrat III died to Fang two steps into the dungeon. If only I'd used the look command... Then I tried high strength and charisma and low constitution for quick starts, with little success. Ferrat VII ia more conventional and doing quite well.

On 25.9.2005 19:55 ferr@thehalf.elf wrote:
Mim dropped Calris and Ethereal Openings. Just need more strength/dexterity and maybe confusion resist before diving. I've got a good feeling about this character...

On 26.9.2005 18:30 ferr@thehalf.elf wrote:
A small vault yielded the Phial, Isildur, Thranduil, and Angrist. I'm still wielding Calris with two blows per turn for the constitution and disenchantment resist.

On 28.9.2005 06:54 ferr@thehalf.elf wrote:
Stat-gain is mostly complete, so I'll start diving.

On 30.9.2005 00:33 ferr@thehalf.elf wrote:
Made some minor improvements to equipment. I'm mostly hunting uniques now, and using Azaghal as a swap for fire-breathers.

On 1.10.2005 01:10 ferr@thehalf.elf wrote:
My low speed combined with aggravation was starting to hurt, and I was also running out of supplies, so I decided to dive for speed rings. I skipped most of the levels down to 3650ft, where I cleared out a blue dragon pit. I nearly died twice enroute due to a Jabberwock that got me down to 34hp, and the Balrog of Moria's escort, who breathed for about 600hp damage. However I survived, and picked up two speed rings, Elessar, the Arkenstone, Barahir, and a shadow cloak of protection. The gloves of thievery I bought at the BM. Unhasted speed is now +8, which feels quite comfortable.

On 2.10.2005 08:27 ferr@thehalf.elf wrote:
Diving steadily. I juggled my armour after finding Gondor. I now have all resists and sustains, more sp, less load, and +19 unhasted speed. The only drawback is that I lose telepathy, but that hasn't caused any major problems yet.

On 4.10.2005 02:17 ferr@thehalf.elf wrote:
Found the Palantir, and bought a cloak of the magi that covers holes in intelligence sustain and hold life. Call me paranoid, but the coincidence of that cloak turning up at just the right time is worrying me somewhat...

Anyway, I'm currently at 4900ft waiting for the remaining uniques to turn up. If I get bored I might dive.

On 6.10.2005 05:03 ferr@thehalf.elf wrote:
Sauron is dead. It took two !healing and a ?teleportation. Morgoth, Vecna and the Q are the only dangerous uniques left.

On 6.10.2005 08:20 ferr@thehalf.elf wrote:
First half-elf paladin winner on the ladder.

Meleed Morgoth, no bolts or offensive spells were used. He repeatedly summoned the remaining uniques, even though they kept getting buried in rock. After Morgoth died I finished off Vecna, but the other uniques are still in the dungeon.

Vecna dropped Fingolfin, but I've left the equipment as it was for the final battle.

I used up far too many materials: 7 !speed, 6 !healing, 11 !*healing*, 2 !life, 9 !restore mana, 2 !rll, 1 ?teleportation, 4 ?banishment, and 9 ?mass banishment.

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