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The Angband Ladder: Doomsayer, High-Elf Ranger by Shinedog

  [Angband 3.1.0 beta Character Dump]

 Sex    Female       Age            130   Str:  18/30  +1  +2  +9 18/150 18/140
 Race   High-Elf     Height          78   INT:     11  +3  +2  +2     18
 Class  Ranger       Weight         192   WIS:     11  -1  +0  +1     11
 Title  Explorer     Social      Feared   DEX:     17  +3  +1  +1  18/40
 HP     512/512      Maximize         Y   CON:  18/17  +1  +1 +14 18/177
 SP     44/44                             CHR:     12  +5  +1  +0     18


 Level               31   Armor    [29,+61]     Saving Throw         80%
 Cur Exp         298544   Fight   (+17,+15)     Stealth           Superb
 Max Exp         307993   Melee   (+23,+23)     Fighting          Superb
 Adv Exp         345000   Shoot   (+29,+15)     Shooting       Legendary
 MaxDepth   3050' (L61)   Blows      2/turn     Disarming            61%
 Turns           374273   Shots      3/turn     Magic Device      Heroic
 Gold             95373   Infra       60 ft     Perception       1 in 20
 Burden       205.2 lbs   Speed          10     Searching            27%

 You are the only child of a Noldorin Mage.  You have light blue eyes,
 straight 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:.+...........


  [Character Equipment]

a) The Battle Axe of Balli Stonehand (3d8) (+6,+8) [+3] (+3)
     +3 strength, constitution, stealth.
     Provides resistance to acid, lightning, fire, cold, blindness.
     Cannot be harmed by acid, electricity, fire, cold.
     Feather Falling.
     Speeds regeneration.
     Prevents paralysis.
     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 63.5 against orcs, 63.5 against
     trolls, 63.5 against demons, and 36.5 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 Moonstone Ring of Slaying (+7,+5)
d) a Quartz Ring of Constitution (+5)
     +5 constitution.
     Sustains constitution.
e) an Amber Amulet of Regeneration
     Speeds regeneration.
f) a Lantern (1671 turns)
     Cannot be harmed by fire.
     Radius 2 light.
g) Chain Mail (Dwarven) (-2) [14,+11] (+2)
     +2 strength, constitution, infravision.
     Cannot be harmed by acid, fire.
     Prevents paralysis.
h) an Elven Cloak of Protection [6,+8] (+2 stealth)
     +2 stealth.
     Provides resistance to shards.
     Cannot be harmed by acid, electricity, fire, cold.
i) 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.
j) a Metal Cap of Intelligence [3,+3] (+1)
     +1 intelligence.
     Sustains intelligence.
k) (nothing)
l) a Pair of Iron Shod Boots of Speed [3,+9] (+10)
     +10 speed.


  [Character Inventory]

a) 2 Books of Magic Spells [Magic for Beginners]
b) a Book of Magic Spells [Conjurings and Tricks]
c) 2 Books of Magic Spells [Incantations and Illusions]
d) a Book of Magic Spells [Resistances of Scarabtarices]
     Cannot be harmed by acid, electricity, fire, cold.
e) a Book of Magic Spells [Raal's Tome of Destruction]
     Cannot be harmed by acid, electricity, fire, cold.
f) 16 Vermilion Potions of Cure Critical Wounds
g) an Orange Potion of Healing
h) a Light Green Potion of Speed
i) 10 Scrolls titled "cono dus" of Phase Door
j) a Scroll titled "ter india laet" of Teleportation
k) 2 Scrolls titled "acidio quantus" of Detect Invisible
l) a Scroll titled "intio levocor" of Mass Banishment
m) 5 Scrolls titled "mitas forseco" of Word of Recall
n) a Copper-Plated Rod of Treasure Location (charging)
o) a Nickel Rod of Lightning Bolts
p) 4 Mithril Wands of Stone to Mud (0 charges)
q) 5 Birch Staffs of Teleportation (12 charges)
r) 5 Silver Staffs of Identify (13 charges)
s) 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.
t) a Lance of Slay Evil (2d8) (+12,+6)
     With this weapon, you would currently get 2 blows per round.  Each
     blow will do an average damage of 36 against evil creatures, and 
     27 against normal creatures.
u) an Arrow of Slay Undead (1d4) (+9,+7)
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 220.5 against
     undead, and 73.5 against normal creatures.
     35% chance of breaking upon contact.
v) 35 Arrows (1d4) (+0,+0)
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 52.5 against
     normal creatures.
     35% chance of breaking upon contact.
w) 3 Seeker Arrows of Slay Evil (4d4) (+5,+9)
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 204 against
     evil creatures, and 102 against normal creatures.
     35% chance of breaking upon contact.


  [Home Inventory]

a) 2 Flasks of oil
b) a Silver Ring of Strength (+3)
     +3 strength.
     Sustains strength.
     
c) 2 Silver Rings of Strength (+2)
     +2 strength.
     Sustains strength.
     
d) a Fluorite Ring of Teleportation (+2 speed)
     +2 speed.
     Induces random teleportation.
     
e) an Alexandrite Ring of Escaping (+4 speed)
     +4 speed.
     Makes you unable to hit foes.
     
f) a Turquoise Ring of Free Action
     Prevents paralysis.
     
g) Leather Scale Mail of Resistance (-1) [10,+13]
     Provides resistance to acid, lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     
h) a Golden Crown of Lordliness [0,+10] (+3)
     +3 wisdom, charisma.
     Provides resistance to fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains wisdom, charisma.
     Stops experience drain.
     
i) a Pair of Leather Boots of Stealth [2,+10] (+3)
     +3 stealth.
     
j) a Pair of Leather Boots of Free Action [2,+8]
     Prevents paralysis.
     
k) The Dagger 'Dethanc' (2d4) (+4,+6)
     Provides resistance to lightning.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it creates a lightning bolt with damage 6d6.
     It takes 6 turns to recharge after use.
     With this weapon, you would currently get 4 blows per round.  Each
     blow will do an average damage of 33 against
     electricity-vulnerable creatures, and 23 against normal creatures.
l) The Dagger 'Narthanc' (2d4) (+4,+6)
     Provides resistance to fire.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it creates a fire bolt with damage 9d8.
     It takes 8 turns to recharge after use.
     With this weapon, you would currently get 4 blows per round.  Each
     blow will do an average damage of 33 against fire-vulnerable
     creatures, and 23 against normal creatures.
m) The Dagger 'Nimthanc' (2d4) (+4,+6)
     Provides resistance to cold.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it creates a frost bolt with damage 6d8.
     It takes 7 turns to recharge after use.
     With this weapon, you would currently get 4 blows per round.  Each
     blow will do an average damage of 33 against frost-vulnerable
     creatures, and 23 against normal creatures.
n) The Spear 'Nimloth' (1d6) (+11,+13) (+3)
     +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 4 blows per round.  Each
     blow will do an average damage of 35.5 against undead, 35.5
     against frost-vulnerable creatures, and 28.5 against normal
     creatures.
o) a Spear (Holy Avenger) (1d6) (+9,+14) [+2] (+1)
     +1 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 4 blows per round.  Each
     blow will do an average damage of 33 against evil creatures, 36.5
     against demons, 36.5 against undead, and 29.5 against normal
     creatures.
p) a Pike of Venom (2d5) (+10,+13)
     With this weapon, you would currently get 2 blows per round.  Each
     blow will do an average damage of 43 against poison-vulnerable
     creatures, and 31 against normal creatures.
q) 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 2 blows per round.  Each
     blow will do an average damage of 50 against fire-vulnerable
     creatures, 50 against frost-vulnerable creatures, and 30 against
     normal creatures.
r) The Morning Star 'Firestar' (2d6) (+5,+7) [+2]
     Provides resistance to fire.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it creates a fire bolt with damage 72.
     It takes 20 turns to recharge after use.
     With this weapon, you would currently get 2 blows per round.  Each
     blow will do an average damage of 40 against fire-vulnerable
     creatures, and 26 against normal creatures.
s) a Lead-Filled Mace (Holy Avenger) (4d3) (+14,+14) [+1] (+4)
     +4 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 2 blows per round.  Each
     blow will do an average damage of 42 against evil creatures, 50
     against demons, 50 against undead, and 34 against normal creatures.
t) a War Hammer of Gondolin (3d3) (+12,+14)
     Provides resistance to dark.
     Cannot be harmed by acid, fire.
     Feather Falling.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
     Radius 1 light.
     With this weapon, you would currently get 3 blows per round.  Each
     blow will do an average damage of 44 against orcs, 44 against
     trolls, 44 against dragons, 44 against demons, and 32 against
     normal creatures.
u) a Short Bow of Lothlorien (x2) (+12,+16) (+2)
     +2 dexterity, shooting power.
     Cannot be harmed by acid, fire.
     Slows your metabolism.
     Prevents paralysis.
     


  [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              : yes (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 27.1.2009 21:54
Last updated on 29.1.2009 08:55

Download this dump

7213. on the Ladder (of 12716)
2327. on the Angband Ladder (of 3748)
29. for this player (out of 40)

Comments

Jump to latest

On 27.1.2009 21:54 Shinedog wrote:
Just found Amras, which psuedoed as excellent instead of special. Is this a bug. Otherwise, find great (+10) boots of speed and am diving quickly (probably to my death).

On 27.1.2009 23:27 Shinedog wrote:
Half way down. 290K turns. Just found Nimloth and Balli Stonehand. I think Balli is the way to go, but would appreciate any input.

On 27.1.2009 23:29 Shinedog wrote:
Just realized I can swap the ring of FA for the ring of slaying. That will help with damage output.

On 28.1.2009 04:50 PowerDiver wrote:
Weak pseudo means you should be thankful it pseudoed as excellent rather than {magical}. In pre-3.1 days Amras would have pseudoed as {good}, despite the fact you should notice +1 speed and stats when you wield it.


On 28.1.2009 05:44 Shinedog wrote:
Thanks. First Ranger in a long time. Forgot it was weak pseudo.

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