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The Angband Ladder: Durwyn, Dwarf Paladin by Omnibus

  [Angband 3.1.0 beta Character Dump]

 Sex    Male         Age             48   STR! 18/100  +2  +3  +8 18/***
 Race   Dwarf        Height          45   INT:  18/70  -3  -3  +2  18/30
 Class  Paladin      Weight         163   WIS! 18/100  +2  +1  +7 18/200
 Title  Paladin      Social       Liked   DEX! 18/100  -2  +0  +4 18/120
 HP     728/728      Maximize         Y   CON:  18/99  +2  +2  +2 18/159
 SP     337/337                           CHR:  18/83  -3  +2  +4 18/113


 Level               42   Armor   [43,+103]     Saving Throw         97%
 Cur Exp        2662277   Fight   (+28,+39)     Stealth        Very Good
 Max Exp        2662277   Melee   (+41,+60)     Fighting       Legendary
 Adv Exp        2790000   Shoot   (+45,+19)     Shooting          Superb
 MaxDepth   2600' (L52)   Blows      5/turn     Disarming            58%
 Turns          2721362   Shots      1/turn     Magic Device      Superb
 Gold           1182245   Infra       50 ft     Perception       1 in 38
 Burden       158.7 lbs   Speed          17     Searching            19%

 You are the only child of a Dwarven Thief.  You are a credit to the
 family.  You have dark brown eyes, straight black hair, a one 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:.+...........


  [Character Equipment]

a) The Lance of Eorlingas (3d8) (+13,+21) (+2)
     +2 strength, dexterity, speed.
     Provides resistance to fear.
     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 87 against evil creatures, 100.5
     against orcs, 100.5 against trolls, and 73.5 against normal
     creatures.
b) The Long Bow of Bard (x3) (+17,+19) (+2)
     +2 dexterity, speed, shooting power.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
c) an Alexandrite Ring of Resist Poison
     Provides resistance to poison.
d) an Azurite Ring of Damage (+0,+11)
e) an Azure Amulet of Wisdom (+5)
     +5 wisdom.
     Sustains wisdom.
f) The Star of Elendil
     Cannot be harmed by acid, electricity, fire, cold.
     Grants the ability to see invisible things.
     When activated, it maps the area around you in a 30-radius circle.
     It takes 50 turns to recharge after use.
     Radius 3 light.
g) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4) (charging)
     +4 strength, charisma.
     Provides resistance to acid, lightning, fire, cold, dark, 
     disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it removes all non-unique monsters represented by 
     a chosen symbol from the level, dealing you damage in the process.
     It takes 500 turns to recharge after use.
h) The Cloak 'Colannon' [1,+15] (+3)
     +3 stealth, speed.
     Provides resistance to nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it teleports you randomly up to 100 squares away.
     It takes 45 turns to recharge after use.
i) a Wicker Shield of Elvenkind [2,+20] (+2 stealth)
     +2 stealth.
     Provides resistance to acid, lightning, fire, cold, confusion.
     Cannot be harmed by acid, electricity, fire, cold.
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) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2)
     +2 strength, constitution.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
l) a Pair of Leather Boots of Speed [2,+10] (+10)
     +10 speed.


  [Character Inventory]

a) 3 Holy Books of Prayers [Beginners Handbook]
b) 3 Holy Books of Prayers [Words of Wisdom]
c) 2 Holy Books of Prayers [Chants and Blessings]
d) 3 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) 20 Blue Speckled Potions of Cure Critical Wounds
h) a Light Brown Potion of Restore Mana
i) 3 Magenta Potions of Restore Life Levels
j) an Indigo Potion of Speed
k) 11 Scrolls titled "intis co fabus" of Phase Door
l) 2 Zirconium Rods of Teleport Other
m) 5 Mistletoe Staffs of Speed (25 charges)
n) 10 Arrows of Wounding (1d4) (+12,+16) {@f5}
     Fired from your current missile launcher, this arrow will hit targets
     up to 160 feet away, inflicting an average damage of 562.5 against
     dragons, and 187.5 against normal creatures.
     35% chance of breaking upon contact.


  [Home Inventory]

a) 19 Cyan Potions 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 Dark Blue Potions 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) 4 Hazy Potions of Restore Wisdom
     When ingested, it restores your wisdom.
d) a Green Potion of Restore Dexterity
     When ingested, it restores your dexterity.
e) 5 White Potions of Restore Constitution
     When ingested, it restores your constitution.
f) 25 Scrolls titled "quo rentatum" of Enchant Weapon To-Hit
     When read, it attempts to magically enhance a weapon's to-hit bonu
     s.
g) 5 Scrolls titled "que extor agum" of Enchant Weapon To-Dam
     When read, it attempts to magically enhance a weapon's to-dam bonu
     s.
h) 16 Scrolls titled "hor mantasci" of Recharging
     When read, it tries to recharge a wand or staff, destroying the wa
     nd or staff on failure.
i) a Crystal Amulet of ESP (+4)
     +4 searching.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.
     
j) 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.
k) 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.
     
l) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3)
     +3 intelligence, wisdom, constitution.
     Provides resistance to acid, poison, confusion.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it destroys all traps and doors surrounding you.
     It takes 10 turns to recharge after use.
m) 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.
     
n) 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.
     
o) a Cloak of the Magi [1,+8] (+1)
     +1 intelligence, stealth.
     Cannot be harmed by acid.
     Sustains intelligence.
     Grants telepathy.
     
p) The Leather Shield of Celegorm [4,+20]
     Provides resistance to acid, lightning, fire, cold, light, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     
q) The Short Sword 'Sting' (1d6) (+7,+8) (+2)
     +2 strength, dexterity, constitution, speed, attack speed.
     Provides resistance to fear, light.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
     Radius 1 light.
     With this weapon, you would currently get 7 blows per round.  Each
     blow will do an average damage of 54 against animals, 54 against
     evil creatures, 57.5 against orcs, 57.5 against undead, and 50.5
     against normal creatures.
r) The Long Sword 'Anduril' (3d5) (+10,+15) [+10] (+4) {@1@0}
     +4 strength, dexterity.
     Provides resistance to fire, fear, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, dexterity.
     Blessed by the gods.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
     When activated, it creates a fire bolt with damage 72.
     It takes 40 turns to recharge after use.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 72 against evil creatures, 81
     against orcs, 81 against trolls, 81 against undead, 81 against
     fire-vulnerable creatures, and 63 against normal creatures.
s) The Halberd 'Osondir' (3d5) (+6,+9) (+3)
     +3 charisma.
     Provides resistance to fire, sound.
     Cannot be harmed by acid, electricity, fire, cold.
     Feather Falling.
     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 73 against giants, 73 against
     undead, 73 against fire-vulnerable creatures, and 55 against
     normal creatures.
t) 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.
     
u) 27 Seeker Bolts (4d5) (+4,+6)
v) 99 Arrows (1d4) (+0,+1)
     Fired from your current missile launcher, this arrow will hit targets
     up to 160 feet away, inflicting an average damage of 337.5 against
     dragons, and 112.5 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 9.4.2009 20:28
Last updated on 26.4.2009 02:12

Download this dump

4618. on the Ladder (of 12438)
1509. on the Angband Ladder (of 3625)
Second best for this player (out of 2)

Comments

Jump to latest

On 9.4.2009 20:28 Omnibus wrote:
After my rogue died, I decided to try something completely different. So far, he's diving pretty easily, even though he hasn't had NEARLY the luck Erica did.

One complaint: For rouges/rangers/mages, identify is "mcf". For paladins/priests, that's "Earthquake". What a great way to destroy swaths of the dungeon when you're trying to ID an {excellent} item.

On 18.4.2009 03:13 Omnibus wrote:
Hadn't updated in a while--here's the latest for Durwyn. No great new items, but I'm below stat gain now so the stats are movin' on up.

On 19.4.2009 03:07 Omnibus wrote:
Anduril, the Phial, Elvenkind with Poison Resistance. I might start wearing Arvedui if I find another source of Res Pois.
I have a serious need for speed, though, and would love some telepathy. The Cloak of the Magi I have isn't worth trading out for Colannon.

On 23.4.2009 00:42 Omnibus wrote:
I need +speed SO BAD. All my staves exploded, and I haven't seen a RoSpeed or BoSpeed yet. I feel like I can dive a LITTLE deeper, but too much further and the advanced D will snuff me.

On 23.4.2009 14:57 John McCoy wrote:
You could maybe switch back to the Res Poison Elven armor and then use another Ring of Damage or something like that. It seems to me that Res Shards is something you can do without if you're a bit careful.

I don't think the Boots of Stability are doing all that much for you so if you can find some Boots of Stealth maybe use those instead.

On 26.4.2009 02:12 Omnibus wrote:
Thanks for the advice, John. I did find and wear some Boots of Stealth -- for 2 levels, then I found the BoSpeed +10 I'm wearing now.

I have a load of new artifacts--I found *9* of them at 2500'. It was a crazy level. With a diagonal vault, Rogrog the Black troll next door to his "harem" (troll pit), and the Balrog of Moria.

I'm currently wearing Celeborn, the res disenchant and activation for banishment make it a godsend.



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