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The Angband Ladder: fink, Dwarf Priest by smee

  [Angband 3.1.1 dev (r1231) Character Dump]

 Name   fink                                     Self  RB  CB  EB   Best
 Sex    Male         Age             42   STR:  18/10  +2  -1  +4  18/60
 Race   Dwarf        Height          48   INT:     13  -3  -3  +7     14
 Class  Priest       Weight         153   WIS:  18/20  +2  +3  +6 18/130
 Title  Canon        Social      Lordly   DEX:     12  -2  -1  +0      9
 HP     -219/398     Maximize         Y   CON:     16  +2  +0 +11 18/110
 SP     111/150                           CHR:     13  -3  +2  +6     18


 Level               31   Armor    [36,+89]     Saving Throw         88%
 Cur Exp         199287   Fight     (-1,+3)     Stealth             Good
 Max Exp         199287   Melee   (+12,+20)     Fighting          Superb
 Adv Exp         210000   Shoot    (+12,+9)     Shooting       Excellent
 MaxDepth   3050' (L61)   Blows      1/turn     Disarming            44%
 Turns          1084753   Shots      1/turn     Magic Device      Superb
 Gold            105502   Infra       90 ft     Perception       1 in 22
 Burden       169.5 lbs   Speed           3     Searching            33%

 You are the only child of a Dwarven Priest.  You are a credit to the
 family.  You have dark brown eyes, straight black 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]

> The Ancient multi-hued dragon wakes up.
> The Ancient multi-hued dragon casts a spell, burning your eyes!
> You are unaffected!
> The Ancient multi-hued dragon is hit hard.
> You failed to concentrate hard enough!
> The Ancient multi-hued dragon is hit hard.
> The Ancient multi-hued dragon misses you.
> The Ancient multi-hued dragon bites you.
> The Ancient multi-hued dragon is hit hard.
> The Ancient multi-hued dragon claws you.
> The Ancient multi-hued dragon bites you.
> You have 14 Scrolls titled "abrien ge" of Phase Door (h).
> The Ancient multi-hued dragon is hit hard.
> The Ancient multi-hued dragon breathes gas.
> You die.

Killed by an Ancient multi-hued dragon.

  [Character Equipment]

a) The Maul of Aeldalin (4d4) (+13,+17) [+5] (+4)
     +4 strength, intelligence, wisdom, charisma.
     Provides resistance to lightning, light.
     Cannot be harmed by acid, electricity, fire, cold.
     With this weapon, you would currently get 1 blow per round,
     averaging a damage of 53.4 against orcs, 53.4 against
     electricity-vulnerable creatures, and 32 against normal creatures.
     
     With this item, you can expect to clear rubble in 4.1 turns, magma
     veins in 11 turns, quartz veins in 29 turns, and granite in 200 
     turns.
b) The Long Bow of Arahtarme (x3) (+13,+9) (+1)
     +1 intelligence, infravision, speed, shooting power.
     Provides resistance to fire.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains charisma.
     Slows your metabolism.
     Speeds regeneration.
c) a Platinum Ring of Constitution (+4)
     +4 constitution.
     Sustains constitution.
d) a Platinum Ring of Constitution (+5)
     +5 constitution.
     Sustains constitution.
e) an Amber Amulet of Infravision (+3)
     +3 infravision.
f) The Phial of Enwen (0 turns) (+1)
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it lights up the surrounding area, hurting light-s
     ensitive creatures.
     It takes 14 to 26 turns to recharge after use at your current
     speed.
     Radius 3 light.
g) The Augmented Chain Mail 'Varad' (-2) [16,+14] {rsound chaos shard}
     Provides resistance to acid, lightning, fire, cold, sound, shards, 
     chaos.
     Cannot be harmed by acid, electricity, fire, cold.
h) a Cloak of Stealth [1,+7] (+3 stealth)
     +3 stealth.
i) a Large Metal Shield of Resistance [8,+16]
     Provides resistance to acid, lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
j) an Iron Helm of Seeing [5,+10] (+1 searching)
     Provides resistance to blindness.
     Grants the ability to see invisible things.
k) a Set of Gauntlets of Free Action [3,+8]
     Prevents paralysis.
l) The Pair of Iron Shod Boots 'Vatalimo' [3,+29] (+2)
     +2 intelligence, wisdom, constitution, charisma, speed.
     Provides resistance to shards.
     Cannot be harmed by acid, electricity, fire, cold.
     Slows your metabolism.
     Feather Falling.


  [Character Inventory]

a) 2 Holy Books of Prayers [Beginners Handbook]
b) 4 Holy Books of Prayers [Words of Wisdom]
c) a Holy Book of Prayers [Chants and Blessings]
d) 2 Holy Books of Prayers [Exorcism and Dispelling]
e) a Holy Book of Prayers [Ethereal Openings]
     Cannot be harmed by acid, electricity, fire, cold.
f) a Holy Book of Prayers [Godly Insights]
     Cannot be harmed by acid, electricity, fire, cold.
g) 15 Dark Green Potions of Cure Critical Wounds
h) 14 Scrolls titled "abrien ge" of Phase Door
i) a Scroll titled "im eldabus" of Word of Recall
j) a Scroll titled "ada volienus" of Deep Descent
k) a Copper Rod of Light
l) a Runed Rod of Recall
     Cannot be harmed by electricity.
m) 4 Lead Wands of Teleport Other (29 charges) {@a0}
n) 3 Pine Staves of Teleportation (20 charges)
o) a Hawthorn Staff of Speed (3 charges) {@u1}
p) a Silver Ring of Delving (+5)
     +5 tunneling.
     When activated, it turns rock into mud.
     It takes 22 to 45 turns to recharge after use at your current
     speed.
     
     With this item, you can expect to clear rubble in 1.3 turns, magma
     veins in 2.8 turns, quartz veins in 6.2 turns, and granite in 15 
     turns.
q) a Pair of Leather Boots of Stability [2,+6]
     Provides resistance to nexus.
     Feather Falling.
r) 5 Arrows of Lightning (1d4) (+3,+10)
     Cannot be harmed by electricity.
     Fired from your current missile launcher, this arrow will hit targets
     up to 140 feet away, inflicting an average damage of 260.5 against
     electricity-vulnerable creatures, and 86.8 against normal
     creatures.
     35% chance of breaking upon contact.
s) 60 Arrows (1d4) (+0,+0) {@f5}
     Fired from your current missile launcher, this arrow will hit targets
     up to 140 feet away, inflicting an average damage of 46.4 against
     normal creatures.
     35% chance of breaking upon contact.


  [Home Inventory]

a) a Scroll titled "ber clad glin" of Recharging
     When read, it tries to recharge a wand or staff, destroying the wa
     nd or staff on failure.
b) a Scroll titled "degolin mirego" of *Destruction*
     When read, it destroys an area around you in the shape of a circle 
     radius 15, and blinds you for 1d10+10 turns.
c) a Cast Iron Rod of Curing
     Cannot be harmed by electricity.
     
     When used, it heals cut damage, and cures all stunning, poison, bl
     indness and confusion.
     It takes 130 turns to recharge after use at your current speed.
d) a Calcite Ring of Strength (+3)
     +3 strength.
     Sustains strength.
     
e) a Calcite Ring of Strength (+2)
     +2 strength.
     Sustains strength.
     
f) an Amethyst Ring of Light (+3 searching)
     Provides resistance to light.
     
     Radius 1 light.
g) a Quartzite Ring of Teleportation (+2 speed)
     +2 speed.
     Induces random teleportation.
     
h) a Garnet Ring of Escaping (+4 speed)
     +4 speed.
     Makes you unable to hit foes.
     
i) The Metal Lamellar Armour 'Elior' (-3) [24,+18] (+2) {imm acid}
     Provides immunity to acid.
     Provides resistance to lightning, fire, cold, light, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Stops experience drain.
     
j) Mithril Plate Mail of Elvenkind (-3) [35,+17] (+1 stealth)
     +1 stealth.
     Provides resistance to acid, lightning, fire, cold, poison.
     Cannot be harmed by acid, electricity, fire, cold.
     
k) The Iron Helm of Laraurin [5,+11] (+2)
     +2 wisdom, dexterity.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     
     When activated, it creates a fire bolt with damage 72.
     It takes 26 turns to recharge after use at your current speed.
l) a Set of Alchemist's Gloves of Power (+5,+3) [0,+13] (+5)
     +5 strength.
     Cannot be harmed by acid, electricity, fire, cold.
     
m) a Pair of Leather Boots of Free Action [2,+5]
     Prevents paralysis.
     
n) a Pair of Leather Boots of Stealth [2,+6] (+2)
     +2 stealth.
     
o) a Scimitar of Westernesse (4d2) (+9,+13) (+2)
     +2 strength, dexterity, constitution.
     It is especially deadly to orcs, trolls, giants.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
     With this weapon, you would currently get 1 blow per round,
     averaging a damage of 33.9 against orcs, 33.9 against trolls, 33.9
     against giants, and 21.2 against normal creatures.
     
     With this item, you can expect to clear rubble in 5.7 turns, magma
     veins in 16 turns, quartz veins in 53 turns, and not affect 
     granite.
p) The Flail of Gware (2d6) (+13,+15) (+3)
     +3 dexterity, constitution.
     It is especially deadly to animals, giants.
     It is a great bane of demons.
     Provides resistance to fire.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength.
     Blessed by the gods.
     Prevents paralysis.
     
     With this weapon, you would currently get 1 blow per round,
     averaging a damage of 33.8 against animals, 41.2 against giants, 
     56.1 against demons, and 26.4 against normal creatures.
     
     With this item, you can expect to clear rubble in 8.0 turns, magma
     veins in 27 turns, quartz veins in 160 turns, and not affect 
     granite.
q) 22 Bolts of Wounding (2d5) (+10,+5)


  [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 27.2.2009 18:37

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7330. on the Ladder (of 12516)
2328. on the Angband Ladder (of 3662)
7. for this player (out of 9)

Comments

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On 27.2.2009 18:37 smee wrote:
r 1231. i had rpois ring, and then the game crashed and i hadnt saved, reload and then i didnt have rpois when i fought that dragon.

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