The Angband Ladder: Rutty, High-Elf Ranger by StephenR

  [Angband 3.1.1 dev (r1268) Character Dump]

 Name   Rutty                                    Self  RB  CB  EB   Best
 Sex    Male         Age            109   STR! 18/100  +1  +2  +4 18/170
 Race   High-Elf     Height          90   INT:     14  +3  +2  +0  18/10
 Class  Ranger       Weight         180   WIS:     14  -1  +0  +3     16
 Title  Explorer     Social   Respected   DEX:     16  +3  +1  +1  18/30
 HP     -6/384       Maximize         Y   CON:  18/10  +1  +1  +6  18/90
 SP     14/36                             CHR:  18/10  +5  +1  +3 18/100


 Level               32   Armor    [40,+60]     Saving Throw         82%
 Cur Exp         350566   Fight     (+8,+8)     Stealth           Heroic
 Max Exp         350566   Melee   (+21,+17)     Fighting          Superb
 Adv Exp         460000   Shoot   (+15,+11)     Shooting       Legendary
 MaxDepth   1900' (L38)   Blows      4/turn     Disarming            61%
 Turns          1225668   Shots      2/turn     Magic Device      Heroic
 Gold            125017   Infra       40 ft     Perception       1 in 20
 Burden       189.8 lbs   Speed           8     Searching            27%

 You are the only child of a Telerin Archer.  You have light blue 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]

> The Gravity hound breathes gravity.
> Gravity warps around you.
> You have 22 Arrows (1d4) (+0,+0) {@f0} (w).
> The Arrow (1d4) (+0,+0) {@f0} hits the Gravity hound.
> The Gravity hound snarls with pain.
> The Arrow breaks.
> It breathes gravity.
> The Gravity hound resists.
> Gravity warps around you.
> You have 21 Arrows (1d4) (+0,+0) {@f0} (w).
> The Arrow (1d4) (+0,+0) {@f0} hits the Gravity hound.
> The Gravity hound snarls with pain.
> The Gravity hound breathes gravity.
> Gravity warps around you.
> You die.

Killed by a Gravity hound.

  [Character Equipment]

a) a Main Gauche of Westernesse (1d5) (+13,+9) (+1)
     +1 strength, dexterity, constitution.
     Prevents paralysis.
     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 26.8 against orcs, 26.8 against
     trolls, 26.8 against giants, and 20.5 against normal creatures.
     
     With this item, you can expect to clear rubble in 2.2 turns, magma
     veins in 5.1 turns, quartz veins in 12 turns, and granite in 33 
     turns.
b) a Long Bow of Power (x3) (+7,+11)
c) a Ring of Constitution (+5)
     +5 constitution.
     Sustains constitution.
d) a Ring of Strength (+3)
     +3 strength.
     Sustains strength.
e) an Amulet of Slow Digestion
     Slows your metabolism.
f) 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 8 to 16 turns to recharge after use at your current speed.
     Radius 3 light.
g) Augmented Chain Mail of Elvenkind (-2) [16,+14] (+3 stealth)
     +3 stealth.
     Provides resistance to acid, lightning, fire, cold, poison.
     Cannot be harmed by acid, electricity, fire, cold.
h) an Elven Cloak of Stealth [6,+6] (+5 stealth)
     +5 stealth.
i) a Large Metal Shield of Elvenkind [8,+11] (+2 stealth)
     +2 stealth.
     Provides resistance to acid, lightning, fire, cold, fear.
     Cannot be harmed by acid, electricity, fire, cold.
j) The Metal Cap of Thengel [3,+12] (+3)
     +3 wisdom, charisma.
     Provides resistance to confusion.
     Cannot be harmed by acid, electricity, fire, cold.
k) The Set of Leather Gloves 'Cammithrim' [1,+10]
     Provides resistance to light.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains constitution.
     Prevents paralysis.
     When activated, it fires a magic missile with damage 3d4.
     It takes 1 turns to recharge after use at your current speed.
     Radius 1 light.
l) a Pair of Steel Shod Boots of Speed [6,+5] (+9)
     +9 speed.


  [Character Inventory]

a) 2 Books of Magic Spells [Magic for Beginners]
b) 4 Books of Magic Spells [Incantations and Illusions]
c) a Book of Magic Spells [Resistances of Scarabtarices]
     Cannot be harmed by acid, electricity, fire, cold.
d) 10 Rations of Food
e) 33 Potions of Cure Critical Wounds
f) 2 Potions of Healing
g) 5 Potions of Speed
h) 5 Potions of Heroism
i) 17 Scrolls of Phase Door
j) 2 Scrolls of Teleport Level
k) 7 Scrolls of Identify
l) 4 Scrolls of Word of Recall
m) 3 Rods of Light
n) 2 Wands of Teleport Other (20 charges)
o) a Staff of Healing (2 charges)
p) a Katana of Slay Evil (3d5) (+6,+10)
     With this weapon, you would currently get 3 blows per round.  Each
     blow will do an average damage of 36.8 against evil creatures, and 
     27.2 against normal creatures.
     
     With this item, you can expect to clear rubble in 2.1 turns, magma
     veins in 4.8 turns, quartz veins in 11 turns, and granite in 31 
     turns.
q) a Trident of *Slay Dragon* (1d10) (+9,+9) (+2)
     +2 constitution.
     Provides resistance to fear.
     With this weapon, you would currently get 4 blows per round.  Each
     blow will do an average damage of 45.4 against dragons, and 22.3
     against normal creatures.
     
     With this item, you can expect to clear rubble in 2.2 turns, magma
     veins in 5.1 turns, quartz veins in 12 turns, and granite in 34 
     turns.
r) a Broad Axe of Slay Dragon (2d6) (+7,+9)
     With this weapon, you would currently get 2 blows per round.  Each
     blow will do an average damage of 39.2 against dragons, and 24.2
     against normal creatures.
     
     With this item, you can expect to clear rubble in 2.0 turns, magma
     veins in 4.6 turns, quartz veins in 11 turns, and granite in 29 
     turns.
s) a War Hammer of Slay Orc (3d3) (+6,+9)
     With this weapon, you would currently get 3 blows per round.  Each
     blow will do an average damage of 35.7 against orcs, and 23
     against normal creatures.
     
     With this item, you can expect to clear rubble in 2.1 turns, magma
     veins in 4.8 turns, quartz veins in 11 turns, and granite in 31 
     turns.
t) a Short Bow (x2) (+5,+5)
u) an Arrow of Venom (1d4) (+11,+6) {@f1}
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 179 against
     poison-vulnerable creatures, and 59.6 against normal creatures.
     35% chance of breaking upon contact.
v) an Arrow of Slay Evil (1d4) (+5,+11) {@f1}
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 149.9 against
     evil creatures, and 74.9 against normal creatures.
     35% chance of breaking upon contact.
w) 21 Arrows (1d4) (+0,+0) {@f0}
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 40.9 against
     normal creatures.
     35% chance of breaking upon contact.


  [Home Inventory]

a) 4 Books of Magic Spells [Magic for Beginners]
b) 5 Books of Magic Spells [Conjurings and Tricks]
c) 2 Books of Magic Spells [Incantations and Illusions]
d) a Book of Magic Spells [Sorcery and Evocations]
e) 5 Rations of Food
     
     Provides nourishment for about 3000 turns under normal conditions.
f) a Potion of Restore Strength
     When ingested, it restores your strength.
g) 2 Potions of Restore Life Levels
     When ingested, it restores your experience.
h) 2 Potions of Resist Cold
     When ingested, it grants temporary resistance to cold for 1d10+10 
     turns.
i) 10 Scrolls of Enchant Weapon To-Hit
     When read, it attempts to magically enhance a weapon's to-hit bonu
     s.
j) a Scroll of Acquirement
     When read, it creates a good object nearby.
k) 49 Scrolls of Identify
     When read, it reveals to you the extent of an item's magical power
     s.
l) a Ring of Protection [+13]
m) 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.
     
n) a Robe of Permanence [2,+20]
     Provides resistance to acid, lightning, fire, cold, nether.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, intelligence, wisdom, dexterity, constitution, 
     charisma.
     Stops experience drain.
     
o) a Golden Crown of Telepathy [0,+7]
     Cannot be harmed by acid.
     Grants telepathy.
     
p) a Main Gauche (Defender) (1d5) (+6,+9) [+7] (+3 stealth)
     +3 stealth.
     Provides resistance to acid, lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains dexterity.
     Feather Falling.
     Speeds regeneration.
     Prevents paralysis.
     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 19.4 against normal creatures.
     
     With this item, you can expect to clear rubble in 2.4 turns, magma
     veins in 5.4 turns, quartz veins in 13 turns, and granite in 37 
     turns.
q) a Great Hammer of Westernesse (8d1) (+10,+13) (+1)
     +1 strength, dexterity, constitution.
     It is especially deadly to orcs, trolls, giants.
     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 48.1 against orcs, 48.1 against
     trolls, 48.1 against giants, and 30.8 against normal creatures.
     
     With this item, you can expect to clear rubble in 1.9 turns, magma
     veins in 4.3 turns, quartz veins in 9.6 turns, and granite in 25 
     turns.
r) 16 Arrows of Slay Dragon (1d4) (+8,+9)
     It is especially deadly to dragons.
     
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 206.5 against
     dragons, and 68.8 against normal creatures.
     35% chance of breaking upon contact.
s) 88 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 40.9 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        : no  (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 23.2.2009 10:19
Last updated on 26.2.2009 14:52

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10756. on the Ladder (of 18924)
4345. on the Angband Ladder (of 6474)
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Comments

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On 23.2.2009 10:19 StephenR wrote:
My first ever post to the ladder. Also my first ever serious attempt at playing a ranger. Been taking things very cautiously, which is probably not the optimum strategy, but I can't help myself. :-) Maybe this will be my first character to make it through stat-gain!

On 23.2.2009 17:10 PowerDiver wrote:
All you really need to do is to scum the BM for a stack of scrolls of deep descent. :)


On 24.2.2009 10:45 StephenR wrote:
Well, that would certainly get me down faster, but I'm not totally convinced that it would help me stay alive long enough to max my stats. :-)

That said, he's now made it down to 1500' and has found some nice boots of speed +9. So he's getting there.

On 24.2.2009 17:10 StephenR wrote:
These speed boots sure are nice. The Elevenkind with poison resist was a lucky find. Wearing it costs me a couple of mana points, but I think it's a good tradeoff. Gained some easy experience thanks to a couple of troll pits. Only found a couple of stat potions so far. Uniques seem to be a bit thin on the ground at the moment - maybe they're avoiding me! ;-)

On 26.2.2009 14:52 StephenR wrote:
Well, that was silly! *sigh* I was happily decimating a party of orcs and didn't notice the gravity hounds that came out of nowhere. My immediate reaction was "Oops! How did that happen?"

Oh well, it was fun while it lasted. Time to roll up another character. I think I might give one of the variants a try next. Promise to self - try following suggestions on forum, and dive a bit faster next time! :-)

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