The Angband Ladder: Jean Pierre III, High-Elf Ranger by azfalt

  [Angband 3.1.0 beta Character Dump]

 Sex    Male         Age            105   STR! 18/100  +1  +2 +16 18/***
 Race   High-Elf     Height          90   INT! 18/100  +3  +2  +5 18/200
 Class  Ranger       Weight         188   WIS! 18/100  -1  +0 +10 18/190
 Title  ***WINNER*** Social      Lordly   Dex! 18/100  +3  +1  +2 18/160 18/155
 HP     992/992      Maximize         Y   CON:  18/98  +1  +1 +10 18/218
 SP     385/385                           CHR! 18/100  +5  +1  +9 18/***


 Level               50   Armor   [52,+128]     Saving Throw        100%
 Cur Exp       15277626   Fight   (+40,+39)     Stealth           Superb
 Max Exp       15277626   Melee   (+50,+54)     Fighting       Legendary
 Adv Exp       ********   Shoot   (+60,+22)     Shooting       Legendary
 MaxDepth  5000' (L100)   Blows      5/turn     Disarming            97%
 Turns          2732407   Shots      4/turn     Magic Device   Legendary
 Gold           2613186   Infra       60 ft     Perception       1 in 10
 Burden       247.7 lbs   Speed          26     Searching            37%

 You are one of several children of a Noldorin Ranger.  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) a Mace of Disruption of Slay Evil (5d8) (+10,+15)
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 99 against evil creatures, 121.5
     against undead, and 76.5 against normal creatures.
b) The Long Bow 'Belthronding' (x3) (+20,+22) (+1) {@w0}
     +1 dexterity, stealth, speed, shooting speed.
     Provides resistance to disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
c) The Ring of Power 'Narya' (+6,+6) (+1) (charging)
     +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.
d) a Tortoise Shell Ring of Speed (+13)
     +13 speed.
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 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.
g) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4) (charging)
     +4 strength, charisma.
     Provides resistance to acid, lightning, fire, cold, dark, 
     disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it removes all non-unique monsters represented by 
     a chosen symbol from the level, dealing you damage in the process.
     It takes 500 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,+14] (+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' (+5,+6) [1,+13] (+2)
     +2 strength, constitution.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
l) a Pair of Mithril Shod Boots of Speed [7,+14] (+7)
     +7 speed.
     Cannot be harmed by acid.


  [Character Inventory]

a) 4 Books of Magic Spells [Magic for Beginners] {@m1}
b) 4 Books of Magic Spells [Conjurings and Tricks] {@m2}
c) 4 Books of Magic Spells [Incantations and Illusions] {@m3}
d) 2 Books 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 [Mordenkainen's Escapes]
     Cannot be harmed by acid, electricity, fire, cold.
g) a Book of Magic Spells [Tenser's Transformations] {@m8}
     Cannot be harmed by acid, electricity, fire, cold.
h) 4 Oily Yellow Potions of Life
     It can be thrown at creatures with damaging effect.
i) 13 Light Blue Potions of Restore Mana
j) 8 Scrolls titled "plus labra pis" of Phase Door
k) a Scroll titled "ae pa co sa ho" of Banishment
l) 2 Scrolls titled "emanus deo" of Mass Banishment
m) 12 Scrolls titled "incone exsto" of Holy Chant
n) a Steel-Plated Rod of Teleport Other
o) 5 Molybdenum Rods of Identify {!!@z1}
     Cannot be harmed by electricity.
p) The Massive Iron Crown of Morgoth [0,+4] (+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.
q) The Mighty Hammer 'Grond' (3d9) (+6,+5)
     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 5 blows per round.  Each
     blow will do an average damage of 74 against animals, 74 against
     evil creatures, 89 against orcs, 89 against trolls, 119 against
     dragons, 119 against demons, 119 against undead, and 59 against
     normal creatures.
     Sometimes creates earthquakes on impact.
r) The Light Crossbow 'Cubragol' (x3) (+5,+10) (+10) {@w0}
     +10 speed.
     Provides resistance to fire.
     Cannot be harmed by acid, electricity, fire, cold.
s) 17 Arrows of Wounding (1d4) (+16,+17) {@f1}
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 124.5 against
     normal creatures.
     35% chance of breaking upon contact.
t) 99 Arrows of Frost (1d4) (+10,+8) {@f1}
     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 292.5 against
     frost-vulnerable creatures, and 97.5 against normal creatures.
     35% chance of breaking upon contact.
u) 11 Seeker Arrows of Venom (4d4) (+16,+15) {@f3}
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 423 against
     poison-vulnerable creatures, and 141 against normal creatures.
     35% chance of breaking upon contact.
v) 34 Mithril Arrows of Venom (3d4) (+17,+16) {@f3}
     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 409.5 against
     poison-vulnerable creatures, and 136.5 against normal creatures.
     35% chance of breaking upon contact.


  [Home Inventory]

a) a Book of Magic Spells [Raal's Tome of Destruction]
     Cannot be harmed by acid, electricity, fire, cold.
     
b) a Book of Magic Spells [Kelek's Grimoire of Power]
     Cannot be harmed by acid, electricity, fire, cold.
     
c) a Lead-Plated Rod of Speed {!!}
     Cannot be harmed by electricity.
     
     When used, it hastens you for 2d10+20 turns.
     It takes 100 turns to recharge after use.
d) a Rosewood Staff of Holiness (4 charges)
     When used, it inflicts damage on evil creatures you can see, cures 
     50 hit points, heals all temporary effects and grants you protecti
     on from evil.
e) a Tortoise Shell Ring of Speed (+12)
     +12 speed.
     
f) a Ruby Ring of Damage (+0,+13)
g) The Ring of Barahir (+1)
     +1 strength, intelligence, wisdom, dexterity, constitution, 
     charisma, stealth.
     Provides resistance to poison, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     
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 Amulet of Ingwe (+3) (charging) {!!}
     +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.
j) The Full Plate Armour of Isildur [26,+22] (+1)
     +1 constitution.
     Provides resistance to acid, lightning, fire, cold, confusion, 
     sound, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     
k) The Hard Leather Armour of Himring [8,+15]
     Provides resistance to poison, nether, chaos.
     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 100 turns to recharge after use.
l) 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.
     
m) 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.
n) 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.
     
o) The Pair of Steel Shod Boots of Thror [6,+17] (+3)
     +3 strength, constitution, speed.
     Provides resistance to fear.
     Cannot be harmed by acid, electricity, fire, cold.
     
p) The Spear 'Aeglos' (3d6) (+13,+22) [+3] (+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 5 blows per round.  Each
     blow will do an average damage of 82 against evil creatures, 92.5
     against orcs, 92.5 against trolls, 92.5 against frost-vulnerable
     creatures, 113.5 against undead, and 71.5 against normal creatures.
q) The Trident of Ulmo (4d8) (+15,+19) (+4)
     +4 dexterity.
     Provides immunity to acid.
     Provides resistance to acid, nether.
     Cannot be harmed by acid, electricity, fire, cold.
     Blessed by the gods.
     Slows your metabolism.
     Speeds regeneration.
     Prevents paralysis.
     Stops experience drain.
     Grants the ability to see invisible things.
     
     When activated, it teleports a target monster away.
     It takes 50 turns to recharge after use.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 94 against animals, 112 against
     dragons, and 76 against normal creatures.
r) 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 84 against evil creatures, 97.5
     against poison-vulnerable creatures, 124.5 against undead, and 
     70.5 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 5 blows per round.  Each
     blow will do an average damage of 85.5 against trolls, 85.5
     against dragons, 85.5 against acid-vulnerable creatures, 106.5
     against demons, and 64.5 against normal creatures.
t) a Mace of Disruption of Lightning (5d8) (+8,+9)
     Provides resistance to lightning.
     Cannot be harmed by electricity.
     
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 115.5 against undead, 115.5
     against electricity-vulnerable creatures, and 70.5 against normal
     creatures.
u) The Short Bow of Amrod (x2) (+12,+15) (+2) {@w0}
     +2 strength, constitution, shooting power.
     Provides resistance to lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Speeds regeneration.
     


  [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 13.5.2009 18:18
Last updated on 13.5.2009 18:18

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2625. on the Ladder (of 18931)
585. on the Angband Ladder (of 6478)
Third best for this player (

Comments

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On 14.5.2009 05:09 Pete Mack wrote:
Classy main weapon. Did you melee Morgoth?



On 14.5.2009 06:11 azfalt wrote:
Yes indeed! This weapon beat out Aeglos and Ulmo for damage, so I went with it.

...I'm not really sure how to missile Morgoth, what with the summoning, mana storms, and earthquake hits, but I guess people do make it work. Sadly I never found the Bard Long Bow or even any seeker arrows of slay evil.

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