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The Angband Ladder: Tartek, Dwarf Paladin by Tartek

  [Angband 3.1.0 beta Character Dump]

 Sex    Male         Age             46   STR! 18/100  +2  +3 +12 18/***
 Race   Dwarf        Height          48   INT! 18/100  -3  -3  +3  18/70
 Class  Paladin      Weight         163   WIS! 18/100  +2  +1 +17 18/***
 Title  ***WINNER*** Social      Lordly   DEX! 18/100  -2  +0  +6 18/140
 HP     1118/1118    Maximize         Y   CON! 18/100  +2  +2  +6 18/200
 SP     401/401                           CHR! 18/100  -3  +2 +14 18/***


 Level               50   Armor   [54,+134]     Saving Throw        100%
 Cur Exp       15280314   Fight   (+51,+40)     Stealth             Fair
 Max Exp       15280314   Melee   (+68,+59)     Fighting       Legendary
 Adv Exp       ********   Shoot   (+61,+14)     Shooting          Heroic
 MaxDepth  5000' (L100)   Blows      5/turn     Disarming            67%
 Turns         14671112   Shots      1/turn     Magic Device      Heroic
 Gold           2987060   Infra       50 ft     Perception       1 in 38
 Burden       200.1 lbs   Speed          31     Searching            19%

 You are the only child of a Dwarven Priest.  You are a credit to the
 family.  You have dark brown eyes, straight brown hair, a four 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 Great Hammer of Aule (9d3) (+17,+19) [+3] (+4)
     +4 wisdom, tunneling.
     Provides resistance to acid, lightning, fire, cold, fear, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     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 95 against evil creatures, 113
     against demons, 113 against undead, 113 against acid-vulnerable
     creatures, 149 against dragons, and 77 against normal creatures.
b) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10)
     +10 speed.
     Provides resistance to fire.
     Cannot be harmed by acid, electricity, fire, cold.
c) a Moonstone Ring of Speed (+14)
     +14 speed.
d) The Ring of Power 'Narya' (+6,+6) (+1)
     +1 strength, intelligence, wisdom, dexterity, constitution, 
     charisma, speed.
     Provides immunity to fire.
     Provides resistance to fire, fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, constitution.
     Slows your metabolism.
     Speeds regeneration.
     Prevents paralysis.
     Grants telepathy.
     Grants the ability to see invisible things.
     When activated, it grants you protection from evil for 1d25 plus 3 
     times your character level turns.
     It takes 200 turns to recharge after use.
e) The Elfstone 'Elessar' (+7,+7) [+10] (+2) (charging)
     +2 strength, wisdom, charisma, speed.
     Provides resistance to fire, poison, fear.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it heals 500 hit points.
     It takes 200 turns to recharge after use.
f) The Arkenstone of Thrain
     Provides resistance to light, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     Stops experience drain.
     Grants the ability to see invisible things.
     When activated, it detects treasure, objects, traps, doors, stairs, 
     e3 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 Elven Cloak of Luthien [6,+20] (+2) (charging)
     +2 intelligence, wisdom, charisma, stealth, speed.
     Provides resistance to acid, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it restores your experience to full.
     It takes 250 turns to recharge after use.
i) The Mithril Shield of Gil-galad [10,+20] (+5)
     +5 wisdom, charisma.
     Provides resistance to acid, lightning, dark, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains wisdom, dexterity, charisma.
     When activated, it fires a line of light in all directions, each o
     ne causing 10d8 damage.
     It takes 100 turns to recharge after use.
     Radius 1 light.
j) The Golden Crown of Gondor [0,+13] (+3)
     +3 strength, wisdom, constitution, speed.
     Provides resistance to fire, cold, light, blindness, confusion, 
     sound, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Speeds regeneration.
     Grants the ability to see invisible things.
     When activated, it heals 500 hit points.
     It takes 250 turns to recharge after use.
     Radius 1 light.
k) The Set of Leather Gloves 'Cambeleg' (+7,+7) [1,+14] (+2)
     +2 strength, constitution.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
l) The Pair of Leather Boots 'Dal-i-thalion' [2,+15] (+5)
     +5 dexterity.
     Provides resistance to confusion, nether, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains constitution.
     Prevents paralysis.
     When activated, it cures you of fear and poison.
     It takes 5 turns to recharge after use.


  [Character Inventory]

a) 5 Holy Books of Prayers [Beginners Handbook]
b) 5 Holy Books of Prayers [Words of Wisdom]
c) 5 Holy Books of Prayers [Chants and Blessings]
d) 5 Holy Books of Prayers [Exorcism and Dispelling]
e) a Holy Book of Prayers [Ethereal Openings]
     Cannot be harmed by acid, electricity, fire, cold.
f) 2 Holy Books of Prayers [Godly Insights]
     Cannot be harmed by acid, electricity, fire, cold.
g) 2 Holy Books of Prayers [Purifications and Healing]
     Cannot be harmed by acid, electricity, fire, cold.
h) 2 Holy Books of Prayers [Holy Infusions]
     Cannot be harmed by acid, electricity, fire, cold.
i) 2 Holy Books of Prayers [Wrath of God]
     Cannot be harmed by acid, electricity, fire, cold.
j) 4 Dark Green Potions of Healing
k) a Metallic Red Potion of Life
     It can be thrown at creatures with damaging effect.
l) a Smoky Potion of Restore Mana
m) a Cloudy Potion of Restore Life Levels
n) a Metallic Purple Potion of Speed
o) a Runed Rod of Healing
     Cannot be harmed by electricity.
p) a Zinc Wand of Stone to Mud (0 charges)
q) The Ring of Tulkas (+4) (charging)
     +4 strength, dexterity, constitution.
     Provides resistance to fear.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it hastens you for d75+75 turns.
     It takes 150 turns to recharge after use.
r) The Leather Scale Mail 'Thalkettoth' (-1) [10,+23] (+3)
     +3 dexterity, speed.
     Provides resistance to acid, shards.
     Cannot be harmed by acid, electricity, fire, cold.
s) a Leather Shield of Elvenkind [6,+15] (+1 stealth)
     +1 stealth.
     Provides resistance to acid, lightning, fire, cold, nether.
     Cannot be harmed by acid, electricity, fire, cold.
t) The Massive Iron Crown of Morgoth [0,+4] (+0)
     Provides resistance to acid, lightning, fire, cold, poison, fear, 
     light, dark, confusion, nexus, nether.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.
     Grants the ability to see invisible things.
     Radius 1 light.
u) a Pair of Ethereal Slippers of Speed [0,+9] (+10)
     +10 speed.
     Cannot be harmed by acid, electricity, fire, cold.
v) The Mighty Hammer 'Grond' (3d9) (+2,+4)
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.
     Grants the ability to see invisible things.
     Aggravates creatures nearby.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 74 against animals, 74 against
     evil creatures, 89 against orcs, 89 against trolls, 119 against
     dragons, 119 against demons, 119 against undead, and 59 against
     normal creatures.
     Sometimes creates earthquakes on impact.
w) a Shovel of Digging (1d2) (+16,+13) (+5)
     +5 tunneling.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 57.5 against acid-vulnerable
     creatures, and 54.5 against normal creatures.


  [Home Inventory]

a) 7 Holy Books of Prayers [Chants and Blessings]
b) 5 Holy Books of Prayers [Exorcism and Dispelling]
c) The Jewel 'Evenstar' (charging)
     Provides resistance to cold, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains intelligence, wisdom, constitution.
     Stops experience drain.
     
     When activated, it restores your experience to full.
     It takes 150 turns to recharge after use.
d) The Chain Mail of Arvedui (-2) [14,+14] (+2)
     +2 strength, charisma.
     Provides resistance to acid, lightning, fire, cold, shards, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     
e) 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.
f) 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.
     
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 Mithril Chain Mail 'Belegennon' (-1) [28,+20] (+4)
     +4 stealth.
     Provides resistance to acid, lightning, fire, cold, poison.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it teleports you randomly up to 10 squares away.
     It takes 2 turns to recharge after use.
i) The Hard Leather Armour of Himring [8,+15]
     Provides resistance to poison, nether, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it grants you protection from evil for 1d25 plus 3 
     times your character level turns.
     It takes 100 turns to recharge after use.
j) The Small Metal Shield of Thorin [3,+25] (+4)
     +4 strength, constitution.
     Provides immunity to acid.
     Provides resistance to fear, sound, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     
k) The Leather Shield of the Haradrim [4,+15] (+2)
     +2 strength, constitution.
     Provides resistance to poison, fear, blindness.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, constitution.
     Aggravates creatures nearby.
     
     When activated, it puts you in a berserker rage for d50+50 turns.
     It takes 50 turns to recharge after use.
l) The Jewel Encrusted Crown of Numenor [0,+18] (+3)
     +3 intelligence, dexterity, charisma, searching, speed.
     Provides resistance to cold, light, dark, blindness, sound, shards.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
     Radius 1 light.
m) 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.
     
n) The Metal Cap of Celebrimbor [3,+18] (+3 searching)
     +3 intelligence, dexterity, charisma, searching.
     Provides resistance to acid, fire, shards, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     
o) The Iron Helm of Dor-Lomin [5,+20] (+4)
     +4 strength, dexterity, constitution.
     Provides resistance to acid, lightning, fire, cold, fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.
     Grants the ability to see invisible things.
     
     Radius 1 light.
p) The Steel Helm of Hammerhand [6,+20] (+3)
     +3 strength, dexterity, constitution.
     Provides resistance to acid, cold, dark, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, dexterity, constitution.
     Aggravates creatures nearby.
     
q) The Set of Caestus of Fingolfin (+10,+10) [5,+20] (+4)
     +4 dexterity.
     Provides resistance to acid.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     
     When activated, it fires a magical arrow with damage 150.
     It takes 30 turns to recharge after use.
r) 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 5 blows per round.  Each
     blow will do an average damage of 73 against trolls, 73 against
     giants, and 61 against normal creatures.
s) The Bastard Sword of Eowyn (4d4) (+12,+16) (+4 stealth)
     +4 strength, charisma, stealth, speed.
     Provides resistance to cold, fear, dark, nether.
     Cannot be harmed by acid, electricity, fire, cold.
     
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 76 against animals, 76 against
     evil creatures, 86 against giants, 106 against undead, and 66
     against normal creatures.
t) The Scythe 'Avavir' (5d3) (+8,+8) [+10] (+3)
     +3 dexterity, charisma.
     Provides resistance to fire, cold, light.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
     When activated, it returns you from the dungeon or takes you to th
     e dungeon after a short delay.
     It takes 200 turns to recharge after use.
     Radius 1 light.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 78 against fire-vulnerable
     creatures, 78 against frost-vulnerable creatures, and 58 against
     normal creatures.


  [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 17.7.2009 17:20
Last updated on 22.7.2009 04:01

Download this dump

1883. on the Ladder (of 12435)
432. on the Angband Ladder (of 3624)
Second best for this player (out of 6)

Comments

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On 17.7.2009 20:27 Tartek wrote:
Killed Smeagol and he dropped me the Cloak of Thorongil

On 18.7.2009 14:43 Tartek wrote:
Just found my first greater vault of this game.


On 18.7.2009 23:48 Tartek wrote:
Not sure if this is the equipment I should wield.

On 20.7.2009 18:06 PowerDiver wrote:
I'd use the elvenkind with rDis. Disenchanting a great artifact is tragic.

On 21.7.2009 03:13 LCC wrote:
You lack telepathy, so I hope that you cast detection often and Religiously! Watch out for Drolems, not seen by detect monsters, seen by Godly Insights spell b detection. I would not worry too much about resist shards not being covered. I lacked it in LCC1 (and I lack it now in LCC3), and it was not too big a problem. I would wear the Amulet of ESP and keep Evenstar as a swap when facing experience drainers, dark hounds, or wis/con drainers. Use the spoiler file mon-info to find out what is done by monsters until you know every critter in the dungeon. The great hammer of Aule is a GREAT weapon, better than my trident of Ulmo in LCC3. I wish that I had it too! Wear the elfstone Elessar not phial of Galadriel! Godly Insights spell e lights the dungeon for you, but as a Paladin you cannot cast it. Get used to dark rooms, with ESP amulet they are not a problem. If you find the cloak Colluin, wear it and keep it no matter what! It activates for double resistance on the five big resistances. Using that you can face down a roomful of great wyrms. I see that your gloves Cambeleg got disenchanted. Mine did too in LCC1, but I have been more cautious in LCC3! Cambeleg rocks! Once you have killed Harowen the black hand, you can drop or sell the extra copies of PB5-9, because nothing can destroy them. That will lighten your load significantly. Keep mace Taratol no matter what. Once you get immunity from fire and cold, you can wield it for immunity lightning to face a roomful of MHD or great wyrms as I do in LCC3, praying them to death. Drop Calris. In 3.1.0 beta heavy curses cannot be broken due to a bug. Sell the great axe of extra attacks. You will not be using it. Review what is in your home and sell those things which you will not be needing - ever. That will allow you to start stashing poitions of healing, *healing*, life, speed, and restore mana. You can lose carried potions to cold until you get immunity. You need a stack of potions for the final conflict because wands and staffs will be drained.

I wish you the best of luck. May you live long and prosper, being killed only by ripe old age!

On 22.7.2009 05:23 LCC wrote:
Congratulations!

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