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The Angband Ladder: Aerlyck VII, High-Elf Ranger by Aelius27

  [Angband 3.1.1 dev Character Dump]

 Name   Aerlyck VII                              Self  RB  CB  EB   Best
 Sex    Male         Age            118   STR! 18/100  +1  +2 +14 18/***
 Race   High-Elf     Height          71   INT! 18/100  +3  +2  +3 18/180
 Class  Ranger       Weight         176   WIS! 18/100  -1  +0  +5 18/140
 Title  Ranger Lord  Social      Lordly   DEX! 18/100  +3  +1  +3 18/170
 HP     904/904      Maximize         Y   CON! 18/100  +1  +1 +13 18/***
 SP     285/354                           CHR! 18/100  +5  +1  +3 18/190


 Level               47   Armor   [44,+169]     Saving Throw        100%
 Cur Exp        7416201   Fight   (+46,+40)     Stealth           Superb
 Max Exp        7416201   Melee   (+54,+60)     Fighting          Heroic
 Adv Exp        8050000   Shoot   (+63,+19)     Shooting       Legendary
 MaxDepth   3750' (L75)   Blows      5/turn     Disarming            92%
 Turns          1555282   Shots      3/turn     Magic Device   Legendary
 Gold           2361525   Infra       40 ft     Perception       1 in 10
 Burden       164.1 lbs   Speed          20     Searching            37%

 You are the only child of a Telerin Archer.  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:.+...........


  [Character Equipment]

a) The Pick of Erebor (3d4) (+8,+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 5 blows per round.  Each
     blow will do an average damage of 89.1 against orcs, 89.1 against
     trolls, 89.1 against demons, 89.1 against acid-vulnerable
     creatures, and 71.9 against normal creatures.
     
     With this item, you can expect to clear rubble in 1 turn, magma
     veins in 1.9 turns, quartz veins in 4.0 turns, and granite in 8.8 
     turns.
b) The Long Bow of Bard (x3) (+17,+19) (+2) {excellent}
     +2 dexterity, speed, shooting power.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
c) 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 775 to 1520 turns to recharge after use at your current
     speed.
d) an Obsidian Ring of Speed (+6)
     +6 speed.
e) 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 760 turns to recharge after use at your current speed.
f) The Star of Elendil (charging)
     Cannot be harmed by acid, electricity, fire, cold.
     Grants the ability to see invisible things.
     When activated, it maps the area around you.
     It takes 193 to 380 turns to recharge after use at your current
     speed.
     Radius 3 light.
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) an Elven Cloak of Aman [6,+15] (+4 stealth)
     +4 stealth.
     Provides resistance to disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
i) The Small Metal Shield of Thorin [4,+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 Iron Helm 'Holhenneth' [5,+10] (+2) (charging)
     +2 intelligence, wisdom.
     +10%  to searching.
     Provides resistance to blindness, confusion.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants the ability to see invisible things.
     When activated, it detects treasure, traps, doors, stairs, and all 
     creatures nearby.
     It takes 212 to 418 turns to recharge after use at your current
     speed.
k) The Set of Leather Gloves 'Cambeleg' (+6,+7) [1,+13] (+2)
     +2 strength, constitution.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
l) a Pair of Leather Boots of Speed [2,+9] (+9)
     +9 speed.


  [Character Inventory]

a) a Book 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 [Sorcery and Evocations]
e) a Book of Magic Spells [Resistances of Scarabtarices]
     Cannot be harmed by acid, electricity, fire, cold.
f) a Book of Magic Spells [Raal's Tome of Destruction]
     Cannot be harmed by acid, electricity, fire, cold.
g) 2 Books of Magic Spells [Mordenkainen's Escapes]
     Cannot be harmed by acid, electricity, fire, cold.
h) a Book of Magic Spells [Tenser's Transformations]
     Cannot be harmed by acid, electricity, fire, cold.
i) 11 Gold Potions of Cure Critical Wounds
j) 4 Green Potions of Restore Life Levels
k) 10 Scrolls titled "sid meo cus" of Teleport Level
l) a Scroll titled "matio plum" of Banishment
m) a Mithril-Plated Rod of Healing
     Cannot be harmed by electricity.
n) 5 Aluminum Rods of Teleport Other (1 charging)
o) a Walnut Staff of *Destruction* (2 charges)
p) a Silver Staff of Healing (4 charges)
q) 3 Arrows of Venom (1d4) (+11,+13) {@f1}
     Fired from your current missile launcher, this arrow will hit targets
     up to 160 feet away, inflicting an average damage of 548.5 against
     dragons, 548.5 against poison-vulnerable creatures, and 182.8
     against normal creatures.
     35% chance of breaking upon contact.
r) 48 Arrows of Flame (1d4) (+10,+9) {@f2}
     Cannot be harmed by fire.
     Fired from your current missile launcher, this arrow will hit targets
     up to 160 feet away, inflicting an average damage of 484.9 against
     dragons, 484.9 against fire-vulnerable creatures, and 161.6
     against normal creatures.
     35% chance of breaking upon contact.
s) 50 Arrows of Flame (1d4) (+9,+10) {@f2}
     Cannot be harmed by fire.
     Fired from your current missile launcher, this arrow will hit targets
     up to 160 feet away, inflicting an average damage of 500.8 against
     dragons, 500.8 against fire-vulnerable creatures, and 166.9
     against normal creatures.
     35% chance of breaking upon contact.
t) 15 Arrows of Slay Evil (1d4) (+10,+10) {@f3}
     Fired from your current missile launcher, this arrow will hit targets
     up to 160 feet away, inflicting an average damage of 333.9 against
     evil creatures, 500.8 against dragons, and 166.9 against normal
     creatures.
     35% chance of breaking upon contact.
u) 4 Seeker Arrows of Venom (4d4) (+17,+11) {@f1}
     Fired from your current missile launcher, this arrow will hit targets
     up to 160 feet away, inflicting an average damage of 636 against
     dragons, 636 against poison-vulnerable creatures, and 212 against
     normal creatures.
     35% chance of breaking upon contact.
v) 19 Mithril Arrows of Venom (3d4) (+10,+10) {@f1}
     Cannot be harmed by acid, fire.
     Fired from your current missile launcher, this arrow will hit targets
     up to 160 feet away, inflicting an average damage of 580.3 against
     dragons, 580.3 against poison-vulnerable creatures, and 193.4
     against normal creatures.
     35% chance of breaking upon contact.
w) 18 Mithril Arrows of Flame (3d4) (+10,+9) {@f2}
     Cannot be harmed by acid, fire.
     Fired from your current missile launcher, this arrow will hit targets
     up to 160 feet away, inflicting an average damage of 564.4 against
     dragons, 564.4 against fire-vulnerable creatures, and 188.1
     against normal creatures.
     35% chance of breaking upon contact.


  [Home Inventory]

a) 19 Dark Blue Potions of Healing
     
     When ingested, it heals you a really large amount (35% of max HP, 
     minimum 300HP), heals cut damage, and cures stunning, poisoning, b
     lindness, and confusion.
     Provides nourishment for about 100 turns under normal conditions.
b) 6 Violet Potions 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.
c) 2 Brown Potions 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.
d) 3 Scrolls titled "matio plum" of Banishment
     When read, it removes all non-unique monsters represented by a cho
     sen symbol from the level, dealing you damage in the process.
e) a Scroll titled "ago pro fortus" of Mass Banishment
     When read, it removes all non-unique monsters within 20 squares, d
     ealing you damage in the process.
f) 30 Scrolls titled "veneo pus in" of Protection from Evil
     When read, it grants you protection from evil for 1d25 plus 3 time
     s your character level turns.
g) 11 Scrolls titled "curo pulo" 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.
h) a Copper-Plated Rod of Detection
     Cannot be harmed by electricity.
     
     When used, it detects treasure, traps, doors, stairs, and all crea
     tures nearby.
     It takes 380 turns to recharge after use at your current speed.
i) an Obsidian Ring of Speed (+5)
     +5 speed.
     
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 193 to 380 turns to recharge after use at your current
     speed.
k) 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 38 turns to recharge after use at your current speed.
l) 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.
     
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) The Cloak 'Colannon' [1,+15] (+3)
     +3 stealth, speed.
     Provides resistance to nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it teleports you randomly up to 100 squares away.
     It takes 171 turns to recharge after use at your current speed.
o) The Leather Shield of Celegorm [4,+20]
     Provides resistance to acid, lightning, fire, cold, light, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     
p) 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.
     
q) 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.
r) 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.
     
s) 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 19 turns to recharge after use at your current speed.
t) The Pair of Steel Shod Boots of Thror [6,+20] (+3)
     +3 strength, constitution, speed.
     Provides resistance to fear.
     Cannot be harmed by acid, electricity, fire, cold.
     
u) The Bastard Sword 'Calris' (5d4) (+8,+20) (+5) {uncursed}
     +5 constitution.
     It is especially deadly to evil creatures, trolls, demons.
     It is a great bane of dragons.
     Provides resistance to disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     Aggravates creatures nearby.
     
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 90.6 against evil creatures, 
     104.6 against trolls, 104.6 against demons, 132.6 against dragons, 
     and 76.6 against normal creatures.
     
     With this item, you can expect to clear rubble in 1.7 turns, magma
     veins in 3.8 turns, quartz veins in 8.5 turns, and granite in 22 
     turns.
v) The Katana 'Aglarang' (8d4) (+0,+0) (+5)
     +5 dexterity, speed.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains dexterity.
     
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 61.7 against normal creatures.
     
     With this item, you can expect to clear rubble in 1.9 turns, magma
     veins in 4.2 turns, quartz veins in 9.4 turns, and granite in 25 
     turns.
w) The Mace 'Taratol' (3d4) (+12,+12)
     It is a great bane of dragons.
     It is branded with lightning.
     Provides immunity to lightning.
     Provides resistance to lightning.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it hastens you for d20+20 turns.
     It takes 383 to 760 turns to recharge after use at your current
     speed.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 79.9 against
     electricity-vulnerable creatures, 97.2 against dragons, and 62.7
     against normal creatures.
     
     With this item, you can expect to clear rubble in 1.6 turns, magma
     veins in 3.6 turns, quartz veins in 8.0 turns, and granite in 20 
     turns.
x) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10)
     +10 speed.
     It is branded with flames.
     Provides resistance to fire.
     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    : yes (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 6.3.2009 03:30
Last updated on 17.3.2009 15:12

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3874. on the Ladder (of 12684)
1289. on the Angband Ladder (of 3736)
Best for this player (out of 2)

Comments

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On 7.3.2009 08:06 Aelius27 wrote:
I haven't really played characters of this level much yet. I want to be wearing the boots of speed, but I also want nether resist.

Also considering swapping Calris in, but don't really like aggravating creatures...

On 7.3.2009 18:11 PowerDiver wrote:
Nether resist is inconsequential. When at less than +10 speed, I would even give up confusion resistance to wear the speed boots.

On 14.3.2009 03:57 Aelius27 wrote:
On PowerDiver's advice, I've moved over to the boots of speed and going without nether. Just started wielding Calris (for the Con), when I found this Pick. This is the best character I've ever had at this point, so I'm a bit out of my depth (HA!)

On 14.3.2009 04:23 PowerDiver wrote:
You are deep enough that the scrolls of teleport self are too dangerous. You should either teleport other, or teleport level, or use destruction, but almost never teleport self.


On 14.3.2009 04:38 Aelius27 wrote:
Isn't teleport self safer than Teleport level, presuming I have already wandered around clearing the level that I am on?

On 14.3.2009 18:39 PowerDiver wrote:
When you populate a new level, I believe you get some advantage from monsters with the FORCE_SLEEP flag. You never know whether gravity hounds have respawned somewhere you thought you cleared earlier. Anyway, I was talking generalities, and did use the word "almost" to imply it is not 100%.

On 15.3.2009 07:26 Aelius27 wrote:
Definitely hit a new level of play that I have never been on before. Seeing tons of new monsters, etc.

Cleaned out a large rectangular room (like with orcs & trolls), but this one was stuffed with fire dragons. Had to kill ~ 9 Great Hell Wyrms in the process. (First time I've killed a Great Hell Wyrm, and I kill 9 of them!)

Anyway, after clearing it out, they dropped my next book (Elemental Branding!), Narya, & Thorin. I've also picked up Elessar and the RoS, which has really changed my power level.

On 15.3.2009 14:12 Pete Mack wrote:
The difference between Teleport and Teleport Level is that Teleport level gives you a free turn. Many dangerous monsters on a new level start with 0 energy and you start with 10 (or whatever your base energy is). After a Teleport, you have 0 energy, so the monsters get the next move.

With Tenser's, Bard, and 3 shots, you are pretty much endgame strong. Get to dl 95 as soon as possible, because Vilya, Nenya, and most other big artifacts are native by then.

Also, change to the Aman Cloak {RDis} and to Rohirrim to lose a little weight.
Also, drop all excess spellbooks. You only need one of each with Fire immunity. And you are immune to theft.

Sell:
Azhagal (Narya obsoletes)
Haradrim (Thorin obsoletes)
Celegorm (Thorin probably obsoletes)


On 15.3.2009 18:22 Aelius27 wrote:
Thanks for the info on tel, that makes sense.

RDis probably is better than speed at this point, but I sure do like speed. :)

If I switch to Rohirrim I loose RNexus, a little weight doesn't seem worth it.

Thanks for the spellbook advice, I just got the Fire Imm, so hadn't thought about that yet.

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