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The Angband Ladder: Glor, Dwarf Priest by Pete Mack

  [Angband 3.1.0 dev Character Dump]

 Name   Glor                                     Self  RB  CB  EB   Best
 Sex    Female       Age             37   Str:  18/69  +2  -1 +14 18/219 18/209
 Race   Dwarf        Height          46   INT:  18/26  -3  -3  +8  18/46
 Class  Priest       Weight         104   WIS:  18/91  +2  +3  +7 18/211
 Title  Patriarch    Social      Lordly   Dex:  18/79  -2  -1  +6 18/109 18/104
 HP     889/959      Maximize         Y   CON! 18/100  +2  +0  +8 18/200
 SP     194/377                           CHR:     16  -3  +2  +5  18/20

 Level               47   Armor   [22,+115]     Saving Throw   Legendary
 Cur Exp        4843097   Fight   (+35,+31)     Stealth        Very Good
 Max Exp        4843097   Melee   (+47,+49)     Fighting          Superb
 Adv Exp        4900000   Shoot   (+55,+22)     Shooting          Superb
 MaxDepth   4950' (L99)   Blows      4/turn     Disarming      Excellent
 Turns           923667   Shots      2/turn     Magic Device      Heroic
 Gold            428266   Infra      140 ft     Perception        Superb
 Burden        99.5 lbs   Speed          20     Searching         Superb

 You are the only child of a Dwarven Miner.  You are a credit to the
 family.  You have dark brown eyes, straight brown hair, a three foot
 beard, and a 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 Mattock of Nain (2d8) (+12,+18) (+6 searching)
     +6 strength, searching, infravision, tunneling.
     Provides resistance to dark, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it turns rock into mud.
     It takes 2 turns to recharge after use.
     With this weapon, you would currently get 4 blows per round.  Each
     blow will do an average damage of 76 against orcs, 76 against
     trolls, 76 against giants, 76 against dragons, and 58 against
     normal creatures.
b) The Long Bow 'Belthronding' (x3) (+20,+22) (+1)
     +1 dexterity, stealth, speed, shooting speed.
     Provides resistance to disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
c) 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.
d) an Amethyst Ring of Speed (+12)
     +12 speed.
e) 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.
f) The Phial of Galadriel {!!}
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it lights up the surrounding area, hurting light-s
     ensitive creatures.
     It takes 10 turns to recharge after use.
     Radius 3 light.
g) The Leather Scale Mail 'Thalkettoth' (-1) [10,+22] (+3)
     +3 dexterity, speed.
     Provides resistance to acid, shards.
     Cannot be harmed by acid, electricity, fire, cold.
h) an Ethereal Cloak of the Magi [0,+26] (+1)
     +1 intelligence, stealth.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains intelligence.
     Grants the ability to see invisible things.
i) The Small Metal Shield of Thorin [3,+24] (+4)
     +4 strength, constitution.
     Provides immunity to acid.
     Provides resistance to fear, sound, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
j) 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, k) The
Set of Leather Gloves 'Cambeleg' (+7,+7) [1,+14] (+2)
l) a Pair of Iron Shod Boots of Elvenkind [3,+13] (+2)


  [Character Inventory]

a) 2 Holy Books of Prayers [Words of Wisdom]
b) 2 Holy Books of Prayers [Ethereal Openings]
c) a Holy Book of Prayers [Godly Insights]
d) a Holy Book of Prayers [Purifications and Healing]
e) a Holy Book of Prayers [Holy Infusions]
f) a Dark Blue Potion of Healing
g) 2 Coagulated Crimson Potions of *Healing*
h) a Metallic Purple Potion of Restore Mana
i) 2 Scrolls titled "laentus siteo" of Teleport Level {!*}
j) an Aluminum-Plated Rod of Teleport Other
k) 3 Magnesium Wands of Teleport Other (0 charges)
l) a Golden Staff of Healing (0 charges)
m) a Mulberry Staff of Speed (0 charges)
n) a Cypress Staff of the Magi
o) The Ring of Barahir (+1)
p) a Copper Amulet of Weaponmastery (+5,+5) (+3)
q) The Star of Elendil

r) an Arrow of Lightning (1d4) (+7,+10)
     Cannot be harmed by electricity.
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 118.5 against
     electricity-vulnerable creatures, and 39.5 against normal
     creatures.
     35% chance of breaking upon contact.


  [Home Inventory]

a) 3 Dark Blue Potions of Healing
     When ingested, it restores 300 hit points, heals cut damage, and c
     ures stunning, poisoning, blindness, and confusion.
     Provides nourishment for about 400 turns under normal conditions.
b) a Coagulated Crimson Potion 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.
c) a Clear Potion 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.
d) 4 Metallic Purple Potions of Restore Mana
     When ingested, it restores your mana points to maximum.
e) 2 Mithril-Plated Rods of Treasure Location
     When used, it detects all gold and objects on the level.
     It takes 50 turns to recharge after use.
f) a Copper-Plated Rod of Frost Bolts
     When aimed, it creates a frost bolt with damage 12d8.
     It takes 13 turns to recharge after use.
g) a Beryl Ring of Constitution (+6)
     +6 constitution.
     Sustains constitution.
     
h) an Ivory Amulet of Wisdom (+4)
     +4 wisdom.
     Sustains wisdom.
     
i) The Necklace of the Dwarves (+3)
     +3 strength, constitution, infravision.
     Provides resistance to fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Speeds regeneration.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
     Radius 1 light.
j) The Palantir of Westernesse (+2)
     +2 intelligence, wisdom, searching, infravision.
     Provides resistance to blindness, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.
     Grants the ability to see invisible things.
     Aggravates creatures nearby.
     Drains experience.
     
     When activated, it maps the entire level and detects objects, trap
     s, doors, and stairs.
     It takes 50 turns to recharge after use.
     Radius 3 light.
k) 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.
     
l) 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.
     
m) Leather Scale Mail of Elvenkind (-1) [10,+14] (+3 stealth)
     +3 stealth.
     Provides resistance to acid, lightning, fire, cold, nether.
     Cannot be harmed by acid, electricity, fire, cold.
     
n) The Leather Shield of Celegorm [4,+20]
     Provides resistance to acid, lightning, fire, cold, light, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     
o) The Hard Leather Cap of Thranduil [2,+8] (+2)
     +2 intelligence, wisdom.
     Provides resistance to blindness.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.
     
p) 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 4 blows per round.  Each
     blow will do an average damage of 64 against trolls, 64 against
     giants, and 52 against normal creatures.
q) a Zweihander (Blessed) (3d6) (+15,+4) (+3)
     +3 wisdom.
     Blessed by the gods.
     Grants telepathy.
     
     With this weapon, you would currently get 4 blows per round.  Each
     blow will do an average damage of 45.5 against normal creatures.
r) 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 4 blows per round.  Each
     blow will do an average damage of 82.5 against orcs, 82.5 against
     trolls, 82.5 against demons, and 55.5 against normal creatures.
s) a Lead-Filled Mace of *Slay Dragon* (4d3) (+9,+9) (+2)
     +2 constitution.
     Provides resistance to fear.
     
     With this weapon, you would currently get 4 blows per round.  Each
     blow will do an average damage of 80 against dragons, and 48
     against normal creatures.
t) a War Hammer of *Slay Evil* (3d3) (+12,+14) (+2)
     +2 wisdom.
     Blessed by the gods.
     
     Radius 1 light.
     With this weapon, you would currently get 4 blows per round.  Each
     blow will do an average damage of 57 against evil creatures, and 
     51 against normal creatures.
u) The Short Bow of Amrod (x2) (+12,+15) (+2)
     +2 strength, constitution, shooting power.
     Provides resistance to lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Speeds regeneration.
     
v) 17 Bolts of Frost (2d5) (+3,+8)
     Cannot be harmed by cold.
     
w) 21 Bolts of Flame (1d5) (+4,+3)
     Cannot be harmed by fire.
     
x) 20 Arrows of Slay Evil (1d4) (+5,+4)
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 67 against
     evil creatures, and 33.5 against normal creatures.
     35% chance of breaking upon contact.


  [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 30.8.2008 06:04
Last updated on 31.8.2008 03:08

Download this dump

6293. on the Ladder (of 18649)
2652. on the Angband Ladder (of 6291)
16. for this player (out of 54)

Comments

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On 30.8.2008 06:04 Pete Mack wrote:
53 uniques killed. I did try Sauron, but got knocked around badly. Cantoras is deepest kill. !rMana and _Magi are just too bloody rare....

On 30.8.2008 06:39 Pete Mack wrote:
Oh, and there's a V dev bug that let me go downstairs to 5000' without killing sauron (hence the screwy max depth.)



On 31.8.2008 03:05 Pete Mack wrote:
I just killed Sauron--it was a really tough battle--had to rest for mana 3 times during the fight, and he kept teleporting all over the dungeon.

I think I need a little more rMana to beat Morgoth. I can't possibly melee him with this weapon, though I did melee Sauron.


On 31.8.2008 03:08 Pete Mack wrote:
Resubmitted with Nenya instead of Barahir, which I'd swapped in for a Swamp Wyrm.

On 31.8.2008 04:46 Pete Mack wrote:
Died, fighting Morgoth. I just couldn't hurt the bastard, and eventually died to all of his summons. (I went through 6 !Speed, and he was still at 9 stars...)




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