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The Angband Ladder: Foo, High-Elf Warrior by Quiupu

  [Angband 3.1.0 beta Character Dump]

 Sex    Male         Age            120   Str! 18/100  +1  +5 +13 18/*** 18/***
 Race   High-Elf     Height          84   INT! 18/100  +3  -2  +4 18/150
 Class  Warrior      Weight         210   WIS! 18/100  -1  -2  +9 18/160
 Title  ***WINNER*** Social      Lordly   DEX:  18/97  +3  +2  +2 18/167
 HP     1011/1148    Maximize         Y   CON! 18/100  +1  +2 +11 18/***
 SP     0/0                               Chr! 18/100  +5  -1  +6 18/200 18/190


 Level               50   Armor   [52,+155]     Saving Throw        100%
 Cur Exp       11509429   Fight   (+46,+43)     Stealth        Excellent
 Max Exp       11509429   Melee   (+55,+73)     Fighting       Legendary
 Adv Exp       ********   Shoot   (+56,+14)     Shooting       Legendary
 MaxDepth  5000' (L100)   Blows      5/turn     Disarming            97%
 Turns           759316   Shots      1/turn     Magic Device      Heroic
 Gold          11992931   Infra       40 ft     Perception       1 in 34
 Burden       184.9 lbs   Speed          27     Searching            17%

 You are the only child of a Telerin Warrior.  You have light grey
 eyes, wavy black hair, and a fair 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]

> There is a wall in the way!
> You tunnel into the granite wall.
> You have finished the tunnel.
> You tunnel into the magma vein.
> You have finished the tunnel.
> You see a Scroll of Darkness.
> You see a Staff of Speed.
> You have a Staff of Speed (p).
> You see a Scroll of Darkness.
> You see a Wand of Clone Monster.
> You see a Broad Axe (2d6).
> You destroy a Broad Axe (2d6).
> You see no more Broad Axes (2d6).
> You see a Ring of Teleportation (+2 speed).
> Character dump successful.

Killed by Ripe Old Age.

  [Character Equipment]

a) The Glaive of Pain (9d6) (+9,+30)
     Provides resistance to fear.
     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 104.5 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 Ring of Acid [+19]
     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.
d) 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.
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) Power Dragon Scale Mail (-3) [40,+30]
     Provides resistance to acid, lightning, fire, cold, poison, light, 
     dark, blindness, confusion, sound, shards, nexus, nether, chaos, 
     disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it allows you to breathe for 300 damage.
     It takes d300+300 turns to recharge after use.
h) The Elven Cloak of Luthien [6,+20] (+2)
     +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 Small Metal Shield of Thorin [3,+22] (+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 Golden Crown of Gondor [0,+15] (+3) (charging)
     +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' (+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,+13] (+9)
     +9 speed.


  [Character Inventory]

a) 22 Potions of Cure Critical Wounds
b) 4 Potions of Healing
c) 6 Potions of *Healing*
     It can be thrown at creatures with damaging effect.
d) 4 Potions of Life
     It can be thrown at creatures with damaging effect.
e) 3 Potions of Speed
f) 2 Scrolls of Phase Door
g) 2 Scrolls of Banishment
h) 5 Scrolls of Recharging
i) a Rod of Detection (charging)
     Cannot be harmed by electricity.
j) 3 Rods of Magic Mapping (2 charging)
k) 3 Rods of Recall
     Cannot be harmed by electricity.
l) 4 Rods of Identify
     Cannot be harmed by electricity.
m) a Wand of Teleport Other (0 charges)
n) a Staff of Healing (0 charges)
o) a Staff of Banishment (0 charges)
p) a Staff of Speed (6 charges)
q) 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.
r) 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.
s) The Massive Iron Crown of Morgoth [0,+3] (+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.
t) The Zweihander 'Gurthang' (3d6) (+13,+17) (+2)
     +2 strength.
     Provides resistance to fire, poison.
     Cannot be harmed by acid, electricity, fire, cold.
     Slows your metabolism.
     Speeds regeneration.
     Prevents paralysis.
     With this weapon, you would currently get 6 blows per round.  Each
     blow will do an average damage of 91.5 against fire-vulnerable
     creatures, 91.5 against poison-vulnerable creatures, 112.5 against
     dragons, and 70.5 against normal creatures.
u) The Mighty Hammer 'Grond' (3d9) (+3,+6)
     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 6 blows per round.  Each
     blow will do an average damage of 79 against animals, 79 against
     evil creatures, 94 against orcs, 94 against trolls, 124 against
     dragons, 124 against demons, 124 against undead, and 64 against
     normal creatures.
     Sometimes creates earthquakes on impact.
v) 17 Mithril Bolts of Holy Might (3d5) (+12,+19)
     Cannot be harmed by acid, fire.
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 252 against
     evil creatures, 378 against demons, 378 against undead, 378
     against fire-vulnerable creatures, and 126 against normal
     creatures.
     25% chance of breaking upon contact.


  [Home Inventory]

a) 16 Potions of Speed
     When ingested, it hastens you for 2d10+20 turns.
b) a Wand of Teleport Other (2 charges)
     When aimed, it teleports a target monster away.
c) 2 Staffs of Healing (4 charges)
     When used, it heals you a really large amount (35% of max HP, mini
     mum 300HP), heals cut damage, and cures stunning, poisoning, blind
     ness, and confusion.
d) 2 Staffs of Banishment (0 charges)
     When used, it removes all non-unique monsters represented by a cho
     sen symbol from the level, dealing you damage in the process.
e) 2 Staffs of Teleportation (12 charges)
     When used, it teleports you randomly up to 100 squares away.
f) a Ring of Speed (+7)
     +7 speed.
     
g) a Ring of Damage (+0,+14)
h) The Ring of Tulkas (+4)
     +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.
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 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.
k) 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.
l) 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.
m) 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.
n) 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.
o) 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.
     
p) The Spear 'Aeglos' (3d6) (+15,+25) [+5] (+4)
     +4 wisdom, dexterity.
     Provides resistance to cold, fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Blessed by the gods.
     Slows your metabolism.
     Prevents paralysis.
     
     When activated, it creates a frost ball with damage 100.
     It takes 35 turns to recharge after use.
     With this weapon, you would currently get 6 blows per round.  Each
     blow will do an average damage of 89 against evil creatures, 99.5
     against orcs, 99.5 against trolls, 99.5 against frost-vulnerable
     creatures, 120.5 against undead, and 78.5 against normal creatures.
q) The Trident of Wrath (3d8) (+16,+18) (+2)
     +2 strength, dexterity.
     Provides resistance to light, dark.
     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 5 blows per round.  Each
     blow will do an average damage of 88 against evil creatures, 101.5
     against poison-vulnerable creatures, 128.5 against undead, and 
     74.5 against normal creatures.
r) The Beaked Axe of Hurin (3d6) (+12,+15) (+2)
     +2 strength, constitution.
     Provides resistance to acid, fire, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it puts you in a berserker rage for d50+50 turns.
     It takes 80 turns to recharge after use.
     Radius 1 light.
     With this weapon, you would currently get 6 blows per round.  Each
     blow will do an average damage of 89.5 against trolls, 89.5
     against dragons, 89.5 against acid-vulnerable creatures, 110.5
     against demons, and 68.5 against normal creatures.
s) The Pick of Erebor (3d4) (+5,+20) (+5)
     +5 strength, constitution, tunneling.
     Provides resistance to light, dark, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength.
     
     Radius 1 light.
     With this weapon, you would currently get 6 blows per round.  Each
     blow will do an average damage of 85.5 against orcs, 85.5 against
     trolls, 85.5 against demons, 85.5 against acid-vulnerable
     creatures, and 70.5 against normal creatures.
t) 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.
     
u) 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.
     


  [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 24.7.2009 22:22

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3383. on the Ladder (of 18068)
946. on the Angband Ladder (of 6022)

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On 24.7.2009 22:22 Quiupu wrote:
test 123

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