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The Angband Ladder: Sereb, High-Elf Ranger by PowerDiver

  [Angband 3.1.0 beta Character Dump]

 Sex    Male         Age            114   STR:  18/23  +1  +2  +9 18/143
 Race   High-Elf     Height         107   INT:  18/45  +3  +2 +10 18/195
 Class  Ranger       Weight         159   WIS:     18  -1  +0  +5  18/40
 Title  Pathfinder   Social      Lordly   DEX:  18/34  +3  +1  +3 18/104
 HP     604/604      Maximize         Y   CON:  18/43  +1  +1  +9 18/153
 SP     14/305                            CHR:     12  +5  +1  +0     18


 Level               40   Armor   [35,+101]     Saving Throw         91%
 Cur Exp        2620878   Fight   (+22,+18)     Stealth           Superb
 Max Exp        2620878   Melee   (+34,+33)     Fighting          Heroic
 Adv Exp        2875000   Shoot   (+37,+28)     Shooting       Legendary
 MaxDepth   4850' (L97)   Blows      5/turn     Disarming            87%
 Turns           167904   Shots      3/turn     Magic Device   Legendary
 Gold            370433   Infra       40 ft     Perception        1 in 1
 Burden       230.1 lbs   Speed          20     Searching            57%

 You are the only child of a Telerin Ranger.  You have light grey 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 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 51 against trolls, 51 against
     giants, and 39 against normal creatures.
b) a Long Bow of Power (x3) (+15,+28)
c) a Ring of Speed (+6)
     +6 speed.
d) a Ring of Intelligence (+5)
     +5 intelligence.
     Sustains intelligence.
e) an Amulet of ESP (+6)
     +6 searching.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.
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, 
      and all creatures in the surrounding area.
     It takes 30 turns to recharge after use.
     Radius 3 light.
g) 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.
h) The Cloak 'Holcolleth' [1,+4] (+2)
     +2 intelligence, wisdom, stealth, speed.
     Provides resistance to acid.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it puts to sleep the monsters around you.
     It takes 55 turns to recharge after use.
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) The Golden Crown of Gondor [0,+15] (+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' (+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,+16] (+8)
     +8 speed.


  [Character Inventory]

a) 2 Books of Magic Spells [Magic for Beginners] {@m1 @G1 @b1}
b) 3 Books of Magic Spells [Conjurings and Tricks] {@m2 @G2 @b2}
c) 2 Books of Magic Spells [Incantations and Illusions] {@m3 @G3 @b3}
d) 3 Books of Magic Spells [Sorcery and Evocations] {@m4 @G4 @b4}
e) 2 Books of Magic Spells [Resistances of Scarabtarices] {@m5 @G5 @b5}
     Cannot be harmed by acid, electricity, fire, cold.
f) a Book of Magic Spells [Mordenkainen's Escapes] {@m7 @G7 @b7}
     Cannot be harmed by acid, electricity, fire, cold.
g) 3 Books of Magic Spells [Tenser's Transformations] {@m8 @G8 @b8}
     Cannot be harmed by acid, electricity, fire, cold.
h) 5 Potions of Healing
i) 13 Scrolls of Teleport Level {!*}
j) 22 Scrolls of Treasure Detection {@r3}
k) 80 Scrolls of Identify {@r1}
l) 5 Scrolls of Word of Recall {!*}
m) 8 Scrolls of Recharging
n) a Rod of Detection {!!}
     Cannot be harmed by electricity.
o) 3 Rods of Magic Mapping {!!}
p) 4 Wands of Teleport Other (11 charges) {@a4}
q) a Staff of *Destruction* (3 charges) {!*}
r) an Amulet of Weaponmastery (+4,+3) (+2)
     +2 strength.
     Provides resistance to fear, disenchantment.
     Sustains strength, constitution.
     Prevents paralysis.
s) 28 Arrows of Lightning (1d4) (+13,+15)
     Cannot be harmed by electricity.
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 409.5 against
     electricity-vulnerable creatures, and 136.5 against normal
     creatures.
     35% chance of breaking upon contact.
t) 99 Arrows of Venom (1d4) (+1,+1) {@f1}
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 283.5 against
     poison-vulnerable creatures, and 94.5 against normal creatures.
     35% chance of breaking upon contact.
u) 97 Arrows of Flame (1d4) (+1,+1)
     Cannot be harmed by fire.
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 283.5 against
     fire-vulnerable creatures, and 94.5 against normal creatures.
     35% chance of breaking upon contact.
v) 99 Arrows of Frost (1d4) (+0,+0)
     Cannot be harmed by cold.
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 274.5 against
     frost-vulnerable creatures, and 91.5 against normal creatures.
     35% chance of breaking upon contact.


  [Home Inventory]

a) a Potion 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.
b) a Potion of Life {!*}
     When ingested, it restores 5000 hit points, restores experience an
     d stats, heals cut damage, and cures stunning, poison, blindness, 
     and confusion.
     It can be thrown at creatures with damaging effect.
c) 3 Potions of Restore Mana
     When ingested, it restores your mana points to maximum.
d) 3 Scrolls 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.
e) 2 Staffs of Healing (6 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.
f) a Ring of Constitution (+5)
     +5 constitution.
     Sustains constitution.
     
g) a Ring of Acid [+10] {!!}
     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.
h) an Amulet of the Magi [+6] (+4)
     +4 intelligence, searching.
     Provides resistance to confusion.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains intelligence.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
i) The Amulet of Carlammas (+2)
     +2 constitution.
     Provides resistance to fire.
     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 225 turns to recharge after use.
j) The Amulet of Ingwe (+3)
     +3 intelligence, wisdom, charisma, infravision.
     Provides resistance to acid, lightning, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
     When activated, it deals five times your level's damage to all evi
     l creatures that you can see.
     It takes 50 turns to recharge after use.
k) The Elfstone 'Elessar' (+7,+7) [+10] (+2)
     +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.
l) 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.
     
m) 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.
     
n) a Golden Crown of the Magi [0,+14] (+2) {ESP}
     +2 intelligence.
     Provides resistance to acid, lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains intelligence.
     Grants telepathy.
     
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 Set of Gauntlets 'Pauraegen' [3,+14]
     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.
     Radius 1 light.
q) 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.
r) a Blade of Chaos (Holy Avenger) (6d5) (+16,+15) [+4] (+4)
     +4 wisdom.
     Provides resistance to fear, chaos.
     Sustains wisdom.
     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 69 against evil creatures, 87
     against demons, 87 against undead, and 51 against normal creatures.
s) 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 4 blows per round.  Each
     blow will do an average damage of 66.5 against trolls, 66.5
     against dragons, 66.5 against acid-vulnerable creatures, 87.5
     against demons, and 45.5 against normal creatures.
t) a Lochaber Axe of Extra Attacks (3d8) (+17,+11) (+2)
     +2 attack speed.
     
     With this weapon, you would currently get 6 blows per round.  Each
     blow will do an average damage of 42.5 against normal creatures.
u) a Sling of Buckland (x2) (+22,+18) (+2)
     +2 dexterity, shooting speed, shooting power.
     Cannot be harmed by acid, fire.
     
v) 21 Bolts of Slay Evil (1d5) (+19,+15)
w) 26 Bolts of Acid (1d5) (+9,+18)
     Cannot be harmed by acid.
     
x) 20 Bolts of Slay Evil (1d5) (+15,+8)


  [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 29.1.2009 11:59
Last updated on 2.2.2009 03:57

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6388. on the Ladder (of 16001)
2459. on the Angband Ladder (of 5044)
28. for this player (out of 56)

Comments

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On 29.1.2009 11:59 PowerDiver wrote:
I found I could dive much faster with a ranger, since I did not have the detect treasure spell to distract me. :) Still no source of teleport other or destruction at dLvl 73 means I have been unable to displace annoying foes so far. Lucky start finding =escape at dLvl 17, just picked up my second.

On 30.1.2009 00:41 PowerDiver wrote:
dLvl 81, cleared a "rooms" vault at great peril due to chaos hounds, using the only !speed I had seen all game. I gained boots of speed+6, rohirrim, shield elvenkind{rBlind}, and my first -telOther complete with 10 charges. I also went from 101K exp {cLvl 28} to 245K exp {cLvl 31} so I could go home to get another 100K {cLvl 32} from !exp that was waiting until I reached 200K exp. Got an added bonus 3 !speed at the market.


On 30.1.2009 03:49 Pete Mack wrote:
I've noticed that -Teleport Other is significantly rarer in 3.1 I used to be able to keep spares at home; now I'm lucky to have even 3.



On 31.1.2009 08:05 PowerDiver wrote:
In the home stretch, but a long way to go. It seems a 150K turn win will require more luck than 1 early ring of escaping.

On 2.2.2009 04:00 PowerDiver wrote:
It was fast getting down, but it seems slow picking up a final kit. At least I finally got my first longbow worth using since my starting longbow. Going wihout rNexus now, maybe foolhardy.

On 2.2.2009 07:48 Pete Mack wrote:
Yes--there's a bit too much good gear, and not quite enough endgame utilities in the current object frequency.

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