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The Angband Ladder: Leonard, High-Elf Ranger by LordHammerschmidt

  [Angband 3.1.0 beta Character Dump]

 Sex    Male         Age            130   STR:  18/96  +1  +2  +9 18/216
 Race   High-Elf     Height          79   INT:  18/98  +3  +2  +4 18/188
 Class  Ranger       Weight         170   WIS:     16  -1  +0  +4  18/10
 Title  Pathfinder   Social   Respected   DEX:  18/46  +3  +1  +4 18/126
 HP     536/549      Maximize         Y   CON:  18/76  +1  +1  +7 18/166
 SP     271/273                           CHR:  18/52  +5  +1  +1 18/122


 Level               36   Armor    [37,+98]     Saving Throw         87%
 Cur Exp        1201935   Fight   (+36,+34)     Stealth           Heroic
 Max Exp        1201935   Melee   (+52,+52)     Fighting          Heroic
 Adv Exp        1265000   Shoot   (+48,+15)     Shooting       Legendary
 MaxDepth   2650' (L53)   Blows      5/turn     Disarming            82%
 Turns          1845940   Shots      3/turn     Magic Device      Heroic
 Gold            605766   Infra       40 ft     Perception       1 in 20
 Burden       214.7 lbs   Speed          12     Searching            27%

 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 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 79 against evil creatures, 92.5
     against poison-vulnerable creatures, 119.5 against undead, and 
     65.5 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) 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.
d) an Aquamarine Ring of Slaying (+6,+8)
e) a Carved Oak Amulet of Slow Digestion
     Slows your metabolism.
f) The Star of Elendil
     Cannot be harmed by acid, electricity, fire, cold.
     Grants the ability to see invisible things.
     When activated, it maps the area around you in a 30-radius circle.
     It takes 50 turns to recharge after use.
     Radius 3 light.
g) The Mithril Chain Mail 'Belegennon' (-1) [28,+19] (+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 '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 45 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 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.
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,+6] (+10)
     +10 speed.


  [Character Inventory]

a) 3 Books of Magic Spells [Magic for Beginners]
b) 3 Books of Magic Spells [Conjurings and Tricks]
c) 4 Books of Magic Spells [Incantations and Illusions]
d) 3 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 [Raal's Tome of Destruction]
     Cannot be harmed by acid, electricity, fire, cold.
g) 8 Oily Yellow Potions of Cure Critical Wounds
h) 2 Misty Potions of Healing
i) 3 Blue Speckled Potions of *Healing*
     It can be thrown at creatures with damaging effect.
j) a Scroll titled "famo ine" of Banishment
k) 3 Brass Rods of Treasure Location
l) a Nickel-Plated Rod of Recall
     Cannot be harmed by electricity.
m) 4 Runed Staffs of Teleportation (34 charges)
n) an Ironwood Staff of Speed (5 charges)
o) 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.
p) an Executioner's Sword of Gondolin (4d5) (+18,+12)
     Provides resistance to dark.
     Cannot be harmed by acid, fire.
     Speeds regeneration.
     Prevents paralysis.
     Grants the ability to see invisible things.
     Radius 1 light.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 79 against orcs, 79 against
     trolls, 79 against dragons, 79 against demons, and 55 against
     normal creatures.
q) a Great Axe of Gondolin (4d4) (+14,+15)
     Provides resistance to dark.
     Cannot be harmed by acid, fire.
     Prevents paralysis.
     Grants the ability to see invisible things.
     Radius 1 light.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 76 against orcs, 76 against
     trolls, 76 against dragons, 76 against demons, and 56 against
     normal creatures.
r) 11 Bolts of Flame (1d5) (+11,+7)
     Cannot be harmed by fire.
s) 23 Arrows of Venom (1d4) (+7,+11)
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 256.5 against
     poison-vulnerable creatures, and 85.5 against normal creatures.
     35% chance of breaking upon contact.
t) 18 Arrows of Slay Evil (1d4) (+10,+10)
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 165 against
     evil creatures, and 82.5 against normal creatures.
     35% chance of breaking upon contact.
u) 2 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.
v) 21 Seeker Arrows of Slay Evil (4d4) (+12,+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.
w) 26 Mithril Arrows (3d4) (+8,+7)
     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 88.5 against
     normal creatures.
     35% chance of breaking upon contact.


  [Home Inventory]

a) a Pink Speckled Potion of Restore Strength
     When ingested, it restores your strength.
b) 2 Red Potions of Restore Constitution
     When ingested, it restores your constitution.
c) 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 10 turns to recharge after use.
     Radius 3 light.
d) 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 10 turns to recharge after use.
e) 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.
     
f) 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.
g) 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.
     
h) The Cloak of Thorongil [1,+10]
     Provides resistance to acid, fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
i) The Leather Shield of Celegorm [4,+20]
     Provides resistance to acid, lightning, fire, cold, light, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     
j) The Iron Helm 'Holhenneth' [5,+10] (+2)
     +2 intelligence, wisdom, 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, objects, traps, doors, stairs, k) The
Steel Helm of Hammerhand [6,+20] (+3)

     dAggravates creatures nearby.
     
l) The Set of Gauntlets 'Paurnimmen' [3,+14]
     Provides resistance to cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Slows your metabolism.
     
     When activated, it creates a frost bolt with damage 6d8.
     It takes 7 turns to recharge after use.
m) The Set of Gauntlets 'Paurnen' [3,+14]
     Provides resistance to acid.
     Cannot be harmed by acid, electricity, fire, cold.
     Feather Falling.
     
     When activated, it creates an acid bolt with damage 5d8.
     It takes 5 turns to recharge after use.
n) a Pair of Iron Shod Boots of Stealth [3,+5] (+2)
     +2 stealth.
     
o) The Dagger 'Dethanc' (2d4) (+6,+8)
     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 5 blows per round.  Each
     blow will do an average damage of 54 against
     electricity-vulnerable creatures, and 44 against normal creatures.
p) The Rapier 'Careth Asdriag' (1d6) (+6,+9) (+1)
     +1 attack speed.
     Cannot be harmed by acid, electricity, fire, cold.
     
     With this weapon, you would currently get 6 blows per round.  Each
     blow will do an average damage of 47 against animals, 50.5 against
     orcs, 50.5 against trolls, 50.5 against giants, 50.5 against
     dragons, and 43.5 against normal creatures.
q) The Pike 'Til-i-arc' (2d5) (+10,+12) [+10] (+2)
     +2 intelligence.
     Provides resistance to fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains intelligence.
     Slows your metabolism.
     
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 61 against trolls, 61 against
     giants, 61 against demons, 61 against fire-vulnerable creatures, 
     61 against frost-vulnerable creatures, and 49 against normal
     creatures.
r) The Battle Axe of Balli Stonehand (3d8) (+8,+11) [+5] (+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 5 blows per round.  Each
     blow will do an average damage of 87.5 against orcs, 87.5 against
     trolls, 87.5 against demons, and 60.5 against normal creatures.
s) The Flail 'Totila' (3d6) (+6,+8) (+2 stealth)
     +2 stealth.
     Provides resistance to fire, confusion.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it confuses a target monster.
     It takes 15 turns to recharge after use.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 60 against evil creatures, 70.5
     against fire-vulnerable creatures, and 49.5 against normal
     creatures.
t) 30 Bolts (1d5) (+6,+7)
u) 21 Bolts (1d5) (+4,+6)
v) 20 Bolts (1d5) (+5,+5)
w) 33 Arrows of Slay Animal (1d4) (+8,+4)
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 129 against
     animals, and 64.5 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        : 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 8.6.2009 23:39
Last updated on 12.6.2009 23:11

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6914. on the Ladder (of 15325)
2556. on the Angband Ladder (of 4751)
8. for this player (out of 9)

Comments

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On 8.6.2009 23:39 LordHammerschmidt wrote:
Doing well so far. Great dungeon at 1950' -- found Totila, Thorin, Til-i-arc, and Hammerhand.

Probably should be wearing Holhonneth, but the ESP on Thranduil is tough to let go.

On 9.6.2009 08:19 Pete Mack wrote:
You've already got RConf, so Thranduil is better. (I'd use it even without RConf, and use Holhenneth as a swap.)

On 12.6.2009 23:11 LordHammerschmidt wrote:
Now the decision is between the boot choice, speed or the rNether and rConf on Dal-i-thalion.

On 13.6.2009 14:11 LordHammerschmidt wrote:
Encountered five uniques on one level at 2700': Harowen, Itangast, Akhorahil, Ar-Pharazon and Baphomet, and dispached all of them. Definitely time to dive deeper.

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