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The Angband Ladder: Gallyn X, High-Elf Warrior by CunningGabe

  [Angband 3.1.0 dev Character Dump]

 Name   Gallyn X                                 Self  RB  CB  EB   Best
 Sex    Male              Age       114   STR:  18/74  +1  +5  +2 18/154
 Race   High-Elf          Height    110   INT:  18/70  +3  -2  +2 18/100
 Class  Warrior           Weight    175   WIS:  18/68  -1  -2  +2  18/58
 Title  Commando          Status     36   DEX:  18/38  +3  +2  +2 18/108
 HP     554/554           Maximize    Y   CON:  18/97  +1  +2  +2 18/147
 SP     0/0                               CHR:     17  +5  -1  +0  18/30

 Level               33   Armor    [19,+55]     Saving Throw      Superb
 Cur Exp         438003   Fight   (+16,+35)     Stealth        Excellent
 Max Exp         438003   Melee   (+26,+52)     Fighting       Legendary
 Adv Exp         550000   Shoot   (+24,+20)     Shooting       Legendary
 MaxDepth   1950' (L39)   Blows      5/turn     Disarming         Superb
 Turns          1120412   Shots      1/turn     Magic Device      Superb
 Gold             52302   Infra       40 ft     Perception        Superb
 Burden        98.9 lbs   Speed      Normal     Searching         Superb

 You are the only child of a Telerin Ranger.  You have light grey eyes,
 straight 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) a Spear of Westernesse (1d6) (+10,+17) (+2) {@w0}
   +2 strength, dexterity, constitution.
   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 61 against orcs, 61 against
   trolls, 61 against giants, and 55 against normal creatures.

b) a Long Bow of Power (x3) (+8,+20)
c) an Emerald Ring of Damage (+0,+12)
d) an Emerald Ring of Damage (+0,+12)
e) an Obsidian Amulet of ESP (+6)
   +6 searching.
   Cannot be harmed by acid, electricity, fire, cold.
   Grants telepathy.
   

f) The Phial of Galadriel {@A0}
   Cannot be harmed by acid, electricity, fire, cold.
   
   When activated, it lights up the surrounding area, hurting light-sen
   sitive creatures.
   It takes 10 turns to recharge after use.
   Radius 3.

g) Soft Studded Leather of Elvenkind [5,+9] (+2 stealth)
   +2 stealth.
   Provides resistance to acid, lightning, fire, cold, blindness.
   Cannot be harmed by acid, electricity, fire, cold.
   

h) a Cloak [1,+6]
i) a Small Metal Shield of Resist Fire [3,+6]
   Provides resistance to fire.
   Cannot be harmed by fire.
   

j) The Iron Helm 'Holhenneth' [5,+10] (+2) {@A1 !!}
   +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, 
   and all creatures in the surrounding area.
   It takes 55 turns to recharge after use.

k) The Set of Gauntlets 'Paurhach' [2,+15]
   Provides resistance to fire.
   Cannot be harmed by acid, electricity, fire, cold.
   Speeds regeneration.
   
   When activated, it creates a fire bolt with damage 9d8.
   It takes 8 turns to recharge after use.

l) a Pair of Hard Leather Boots of Stability [3,+3]
   Provides resistance to nexus.
   Feather Falling.
   



  [Character Inventory]

a) 8 Light Blue Mushrooms of Mending
   When ingested, it heals cut damage, and cures stunning, poison and b
   lindness.
   Provides nourishment for about 250 turns under normal conditions.
b) 3 Orange Speckled Potions of Speed
   When ingested, it hastens you for 2d10+20 turns.
c) 10 Pungent Potions of Cure Serious Wounds
   When ingested, it heals you a little (1/4 of your wounds or 25HP), h
   eals cut damage, and cures blindness and confusion.
   Provides nourishment for about 50 turns under normal conditions.
d) 4 Brown Potions of Cure Critical Wounds
   When ingested, it heals you a little (1/3 of your wounds or 33HP), h
   eals cut damage, and cures poisoning, blindness, and confusion.
   Provides nourishment for about 50 turns under normal conditions.
e) an Indigo Potion of Healing
   When ingested, it restores 300 hit points, heals cut damage, and cur
   es stunning, poisoning, blindness, and confusion.
   Provides nourishment for about 100 turns under normal conditions.
f) 18 Scrolls titled "jus comitio" of Phase Door
   When read, it teleports you randomly up to 10 squares away.
g) 6 Scrolls titled "us pro osus" of Teleportation
   When read, it teleports you randomly up to 100 squares away.
h) 5 Scrolls titled "hoco congus do" of Word of Recall
   When read, it returns you from the dungeon or takes you to the dunge
   on after a short delay.
i) 9 Scrolls titled "vus infidera" of Identify {@r0}
   When read, it reveals to you the extent of an item's magical powers.
j) 2 Scrolls titled "lio for plus" of Satisfy Hunger
   When read, it magically renders you well-fed, curing any gastrointes
   tinal problems.
k) a Lightning Rod of Recall {!*}
   Cannot be harmed by electricity.
   
   When used, it returns you from the dungeon or takes you to the dunge
   on after a short delay.
   It takes 60 turns to recharge after use.
l) a Copper-Plated Rod of Probing {@z1 !!}
   When used, it gives you information on the health and abilities of m
   onsters you can see.
   It takes 50 turns to recharge after use.
m) 2 Divining Rods of Disarming
   When aimed, it destroys traps, unlocks doors and reveals all secret 
   doors in a given direction.
   It takes 30 turns to recharge after use.
n) a Molybdenum Rod of Lightning Balls {@z0 !!}
   When aimed, it creates a lightning ball with damage 64.
   It takes 23 turns to recharge after use.
o) 2 Nickel-Plated Wands of Teleport Other (16 charges)
   When aimed, it teleports a target monster away.
p) an Eucalyptus Staff of Teleportation (3 charges)
   When used, it teleports you randomly up to 100 squares away.
q) a Dwarven Shovel (1d3) (+6,+6) (+3) {@w0}
   +3 tunneling.
   
   With this weapon, you would currently get 5 blows per round.  Each
   blow will do an average damage of 42.5 against normal creatures.
r) 16 Arrows (1d4) (+0,+0) {@f0}
   Fired from your current missile launcher, this arrow will hit targets
   up to 250 feet away, inflicting an average damage of 66 against
   normal creatures.
   35% chance of breaking upon contact.


  [Home Inventory]

a) a Violet Mushroom of Restoring
   When ingested, it restores all your stats.
   Provides nourishment for about 250 turns under normal conditions.
b) 28 Orange Speckled Potions of Speed
   When ingested, it hastens you for 2d10+20 turns.
c) 12 Indigo Potions of Healing
   When ingested, it restores 300 hit points, heals cut damage, and cur
   es stunning, poisoning, blindness, and confusion.
   Provides nourishment for about 100 turns under normal conditions.
d) an Orange Potion of *Healing*
   When ingested, it restores 1200 hit points, heals cut damage, and cu
   res stunning, poisoning, blindness, and confusion.
   It can be thrown at creatures with damaging effect.
e) 10 Scrolls titled "us pro osus" of Teleportation
   When read, it teleports you randomly up to 100 squares away.
f) a Mithril-Plated Rod of Detection
   Cannot be harmed by electricity.
   
   When used, it detects treasure, objects, traps, doors, stairs, and a
   ll creatures in the surrounding area.
   It takes 100 turns to recharge after use.
g) 3 Nickel-Plated Wands of Teleport Other (24 charges)
   When aimed, it teleports a target monster away.
h) 4 Eucalyptus Staffs of Teleportation (26 charges)
   When used, it teleports you randomly up to 100 squares away.
i) a Mistletoe Staff of Speed (6 charges)
   When used, it hastens you for 2d10+20 turns.
j) a Pearl Ring of Protection [+8]
k) White Dragon Scale Mail (-2) [30,+10]
   Provides resistance to cold.
   Cannot be harmed by acid, electricity, fire, cold.
   
   When activated, it creates a frost ball with damage 100.
   It takes d194+450 turns to recharge after use.
l) The Metal Cap of Thengel [3,+12] (+3)
   +3 wisdom, charisma.
   Provides resistance to confusion.
   Cannot be harmed by acid, electricity, fire, cold.
   
m) The Set of Leather Gloves 'Cammithrim' [1,+10]
   Provides resistance to light.
   Cannot be harmed by acid, electricity, fire, cold.
   Sustains constitution.
   Prevents paralysis.
   
   When activated, it fires a magic missile with damage 3d4.
   It takes 2 turns to recharge after use.
   Radius 4.
n) a Pair of Hard Leather Boots of Free Action [3,+5]
   Prevents paralysis.
   
o) The Broad Sword 'Orcrist' (2d5) (+10,+15) (+3)
   +3 searching.
   Provides resistance to cold, dark.
   Cannot be harmed by acid, electricity, fire, cold.
   Blessed by the gods.
   Slows your metabolism.
   
   Radius 4.
   With this weapon, you would currently get 5 blows per round.  Each
   blow will do an average damage of 60 against evil creatures, 65
   against orcs, 65 against dragons, 65 against frost-vulnerable
   creatures, and 55 against normal creatures.
p) The Quarterstaff 'Eriril' (1d9) (+3,+5) (+4)
   +4 intelligence, wisdom.
   Provides resistance to light.
   Cannot be harmed by acid, electricity, fire, cold.
   Grants the ability to see invisible things.
   
   When activated, it reveals to you the extent of an item's magical po
   wers.
   It takes 10 turns to recharge after use.
   Radius 4.
   With this weapon, you would currently get 5 blows per round.  Each
   blow will do an average damage of 49 against evil creatures, and 
   44.5 against normal creatures.
q) The Morning Star 'Bloodspike' (2d6) (+8,+22) (+4)
   +4 strength.
   Provides resistance to nexus.
   Cannot be harmed by acid, electricity, fire, cold.
   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 69 against animals, 75 against
   orcs, 75 against trolls, 75 against poison-vulnerable creatures, and 
   63 against normal creatures.
r) a Flail (Defender) (2d6) (+7,+11) [+8] (+4 stealth)
   +4 stealth.
   Provides resistance to acid, lightning, fire, cold.
   Cannot be harmed by acid, electricity, fire, cold.
   Sustains strength.
   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 52 against normal creatures.
s) a Long Bow of Extra Might (x3) (+10,+14) (+1)
   +1 shooting power.
   


  [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)
Don't preserve 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 28.2.2008 03:52

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