The Angband Ladder: Philaret, Dwarf Priest by <nirazy@gmail.com>

  [Angband 3.1.0 beta Character Dump]

 Sex    Male         Age             38   Str:  18/33  +2  -1  +4  18/83  18/70
 Race   Dwarf        Height          47   Int:  18/17  -3  -3  +7  18/27  18/18
 Class  Priest       Weight         151   Wis:  18/86  +2  +3  +8 18/216 18/190
 Title  Bishop       Social  Well-liked   Dex:     18  -2  -1  +4  18/10     14
 HP     -22/301      Maximize         Y   Con:     15  +2  +0  +6  18/50  18/10
 SP     264/272                           Chr:     18  -3  +2  +3  18/20     15


 Level               36   Armor    [39,+86]     Saving Throw        100%
 Cur Exp         714607   Fight   (+13,+17)     Stealth             Poor
 Max Exp         744275   Melee   (+28,+32)     Fighting          Superb
 Adv Exp         770000   Shoot   (+25,+15)     Shooting       Excellent
 MaxDepth   2650' (L53)   Blows      2/turn     Disarming            51%
 Turns           722706   Shots      2/turn     Magic Device      Superb
 Gold            108951   Infra       90 ft     Perception       1 in 32
 Burden       172.3 lbs   Speed           9     Searching            23%

 You are the only child of a Dwarven Prison Guard.  You are a credit to
 the family.  You have dark brown eyes, straight brown hair, a two 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:.+...........


  [Last Messages]

> You activate it.
> Your Spear pulsates...
> The wall turns into mud!
> The Time hound breathes time.
> The Black orc cries out feebly.
> You feel life has clocked back.
> The Time hound breathes time.
> The Black orc dies.
> You're not as powerful as you used to be...
> Low hitpoint warning!
> *** LOW HITPOINT WARNING! ***
> The Time hound breathes time.
> The Black orc cries out feebly.
> You feel life has clocked back.
> You die.

Killed by a Time hound.

  [Character Equipment]

a) The Spear of Orome (4d6) (+15,+15) (+4) (charging)
     +4 intelligence, infravision, speed.
     Provides resistance to fire, light.
     Cannot be harmed by acid, electricity, fire, cold.
     Blessed by the gods.
     Feather Falling.
     Grants the ability to see invisible things.
     When activated, it turns rock into mud.
     It takes 5 turns to recharge after use.
     Radius 1 light.
     With this weapon, you would currently get 2 blows per round.  Each
     blow will do an average damage of 60 against animals, 74 against
     giants, 74 against fire-vulnerable creatures, and 46 against
     normal creatures.
b) The Short Bow of Amras (x2) (+12,+15) (+1 speed)
     +1 intelligence, wisdom, dexterity, speed, shooting speed, 
     shooting power.
     Provides resistance to lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Slows your metabolism.
c) a Sapphire Ring of Slaying (+9,+5)
d) a Bloodstone Ring of Constitution (+5)
     +5 constitution.
     Sustains constitution.
e) a Dragon Tooth Amulet of Wisdom (+5)
     +5 wisdom.
     Sustains wisdom.
f) a Lantern of Brightness (13504 turns)
     Cannot be harmed by fire.
     Radius 3 light.
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 Cloak of Thingol [1,+17] (+3) {!!}
     +3 dexterity, charisma.
     Provides resistance to acid, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     When activated, it tries to recharge a wand or staff, destroying t
     he wand or staff on failure.
     It takes 70 turns to recharge after use.
i) The Large Metal Shield of Anarion [5,+20]
     Provides resistance to acid, lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, intelligence, wisdom, dexterity, constitution, 
     charisma.
j) 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.
k) a Set of Caestus of Power (+2,+8) [2,+10] (+4)
     +4 strength.
l) a Pair of Iron Shod Boots of Speed [3,+4] (+4)
     +4 speed.


  [Character Inventory]

a) 3 Holy Books of Prayers [Beginners Handbook] {@pa}
b) 4 Holy Books of Prayers [Words of Wisdom] {@pb}
c) 3 Holy Books of Prayers [Chants and Blessings] {@pc}
d) 2 Holy Books of Prayers [Ethereal Openings]
     Cannot be harmed by acid, electricity, fire, cold.
e) a Holy Book of Prayers [Godly Insights] {@p@e}
     Cannot be harmed by acid, electricity, fire, cold.
f) 11 Dark Green Potions of Cure Critical Wounds
g) 3 Green Potions of Healing
h) 2 Coagulated Crimson Potions of Restore Mana
i) a Gold Rod of Healing (charging) {@z2 !!}
     Cannot be harmed by electricity.
j) a Lead-Plated Rod of Teleport Other
k) a Copper Wand of Acid Balls (5 charges)
     Cannot be harmed by acid.
l) a Mithril Wand of Drain Life (6 charges)
m) a Hawthorn Staff of Curing (5 charges)
n) 2 Locust Staffs of Teleportation (12 charges)
o) 2 Spruce Staffs of Speed (5 charges)
p) 2 Golden Staffs of Identify (0 charges) {@u1}
q) a Ruby Ring of Resist Poison
     Provides resistance to poison.
r) a Turquoise Ring of Acid [+13]
     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.
s) a Brass Amulet of the Magi [+7] (+2)
     +2 intelligence, searching.
     Provides resistance to confusion.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains intelligence.
     Prevents paralysis.
     Grants the ability to see invisible things.
t) The Leather Scale Mail 'Thalkettoth' (-1) [10,+25] (+3)
     +3 dexterity, speed.
     Provides resistance to acid, shards.
     Cannot be harmed by acid, electricity, fire, cold.
u) The Metal Cap of Thengel [3,+12] (+3)
     +3 wisdom, charisma.
     Provides resistance to confusion.
     Cannot be harmed by acid, electricity, fire, cold.
v) The Lucerne Hammer 'Turmil' (2d5) (+10,+6) [+8] (+4) {@w4}
     +4 wisdom, infravision.
     Provides resistance to cold, light.
     Cannot be harmed by acid, electricity, fire, cold.
     Blessed by the gods.
     Speeds regeneration.
     When activated, it drains up to 90 hit points of life from a targe
     t creature.
     It takes 40 turns to recharge after use.
     Radius 1 light.
     With this weapon, you would currently get 1 blow per round,
     averaging a damage of 41 against orcs, 41 against frost-vulnerable
     creatures, and 29 against normal creatures.


  [Home Inventory]

a) a Green Potion of Healing
     When ingested, it heals you a really large amount (35% of max HP, 
     minimum 300HP), heals cut damage, and cures stunning, poisoning, b
     lindness, and confusion.
     Provides nourishment for about 100 turns under normal conditions.
b) 3 Coagulated Crimson Potions of Restore Mana
     When ingested, it restores your mana points to maximum.
c) 11 Clear Potions of Resist Poison
     When ingested, it grants temporary resistance to poison for 1d10+1
     0 turns.
d) 4 Hawthorn Staffs of Curing (21 charges)
     When used, it heals cut damage, and cures all stunning, poison, bl
     indness and confusion.
e) 3 Locust Staffs of Teleportation (22 charges)
     When used, it teleports you randomly up to 100 squares away.
f) The Chain Mail of Arvedui (-2) [14,+15] (+2)
     +2 strength, charisma.
     Provides resistance to acid, lightning, fire, cold, shards, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     
g) The Iron Helm of Gorlim (+8,+8) [5,+10] (-5) {cursed}
     Heavily cursed.
     -5 intelligence, wisdom, searching.
     Provides resistance to fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     Grants the ability to see invisible things.
     Aggravates creatures nearby.
     
h) 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 1 light.
i) The Set of Gauntlets 'Paurhach' [3,+14]
     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.
j) The Set of Gauntlets 'Paurnimmen' [3,+14]
     Provides resistance to cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Slows your metabolism.
     
     When activated, it creates a frost bolt with damage 6d8.
     It takes 7 turns to recharge after use.
k) The Short Sword 'Dagmor' (1d7) (+3,+7) (+2)
     +2 attack speed.
     Cannot be harmed by acid, electricity, fire, cold.
     Slows your metabolism.
     Speeds regeneration.
     
     With this weapon, you would currently get 4 blows per round.  Each
     blow will do an average damage of 30 against animals, 34 against
     poison-vulnerable creatures, and 26 against normal creatures.
l) a Cutlass of Westernesse (1d8) (+13,+14) (+2)
     +2 strength, dexterity, constitution.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
     With this weapon, you would currently get 1 blow per round,
     averaging a damage of 43.5 against orcs, 43.5 against trolls, 43.5
     against giants, and 34.5 against normal creatures.
m) a Long Sword of Extra Attacks (2d5) (+9,+3) (+2) {@w1}
     +2 attack speed.
     
     With this weapon, you would currently get 3 blows per round.  Each
     blow will do an average damage of 24 against normal creatures.
n) The Broad Sword 'Glamdring' (2d5) (+10,+15) (+1)
     +1 searching.
     Provides resistance to fire, light.
     Cannot be harmed by acid, electricity, fire, cold.
     Blessed by the gods.
     Slows your metabolism.
     
     Radius 1 light.
     With this weapon, you would currently get 1 blow per round,
     averaging a damage of 44 against evil creatures, 50 against orcs, 
     50 against demons, 50 against fire-vulnerable creatures, and 38
     against normal creatures.
o) The Katana 'Aglarang' (8d4) (+5,+1) (+5)
     +5 dexterity, speed.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains dexterity.
     
     With this weapon, you would currently get 2 blows per round.  Each
     blow will do an average damage of 36 against normal creatures.
p) The Spear 'Nimloth' (1d6) (+11,+13) (+3) {@w1}
     +3 stealth, speed.
     Provides resistance to cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Blessed by the gods.
     Grants the ability to see invisible things.
     
     With this weapon, you would currently get 2 blows per round.  Each
     blow will do an average damage of 40.5 against undead, 40.5
     against frost-vulnerable creatures, and 33.5 against normal
     creatures.
q) a Battle Axe (Holy Avenger) (2d8) (+11,+11) [+2] (+3)
     +3 wisdom.
     Provides resistance to fear.
     Sustains intelligence.
     Blessed by the gods.
     Grants the ability to see invisible things.
     
     With this weapon, you would currently get 1 blow per round,
     averaging a damage of 46 against evil creatures, 55 against
     demons, 55 against undead, and 37 against normal creatures.
r) a Ball-and-Chain of Westernesse (2d4) (+9,+12) (+2)
     +2 strength, dexterity, constitution.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
     With this weapon, you would currently get 1 blow per round,
     averaging a damage of 45 against orcs, 45 against trolls, 45
     against giants, and 35 against normal creatures.
s) a Ball-and-Chain (Holy Avenger) (2d4) (+10,+10) [+1] (+3) {@w3}
     +3 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 1 blow per round,
     averaging a damage of 37 against evil creatures, 42 against
     demons, 42 against undead, and 32 against normal creatures.
t) a Mattock of Earthquakes (1d8) (+13,+20) (+6)
     +6 strength, tunneling.
     
     With this weapon, you would currently get 1 blow per round,
     averaging a damage of 55.5 against acid-vulnerable creatures, and 
     46.5 against normal creatures.
     Sometimes creates earthquakes on impact.
u) 20 Bolts of Slay Evil (1d5) (+12,+10)
v) 26 Seeker Bolts (4d5) (+4,+2)
w) 24 Arrows of Slay Evil (1d4) (+6,+15)
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 195 against
     evil creatures, and 97.5 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)
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 14.1.2009 09:52
Last updated on 19.1.2009 08:28

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9307. on the Ladder (of 18915)
3885. on the Angband Ladder (of 6466)
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Comments

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On 14.1.2009 09:52 nirazy@gmail.com wrote:
The first character I decided to post here. Dwarf Priest is my favorite race/class combination. Have been playing Angband since 1997, but never got too deep in the dungeon. Recently found, that playing without save-scumming is much more interesting =)

This time I found Thranduil, "Wisdom(+5) and HAvenger(+3) on single dungeon level, and all these stuff make my char a bit overpowered for Dlvl 25 =)

Looking forward to improve body stats and melee ability.

(sorry for English, it's not my native language)

On 19.1.2009 08:28 nirazy@gmail.com wrote:
YASD. My personal best in both clvl and dlvl.

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