The Angband Ladder: Elondil, Dunadan Ranger by iggy

  [Angband 3.1.0 beta Character Dump]

 Sex    Female       Age             59   STR:  18/78  +1  +2  +5 18/158
 Race   Dunadan      Height          79   INT:  18/48  +2  +2  +0  18/88
 Class  Ranger       Weight         182   WIS:     18  +2  +0  +3  18/50
 Title  Pathfinder   Social   Respected   DEX:  18/98  +2  +1 +14 18/***
 HP     793/793      Maximize         Y   CON:  18/92  +3  +1  +8 18/212
 SP     93/112                            CHR:  18/95  +2  +1  +0 18/125


 Level               39   Armor   [18,+115]     Saving Throw         76%
 Cur Exp        1986137   Fight   (+32,+19)     Stealth        Excellent
 Max Exp        1986137   Melee   (+41,+26)     Fighting          Heroic
 Adv Exp        2100000   Shoot   (+52,+22)     Shooting       Legendary
 MaxDepth   2750' (L55)   Blows      5/turn     Disarming            78%
 Turns           983343   Shots      3/turn     Magic Device      Superb
 Gold            713541   Infra        0 ft     Perception       1 in 21
 Burden       136.9 lbs   Speed          12     Searching            27%

 You are one of several children of a Townsman.  You are a credit to
 the family.  You have green eyes, wavy black hair, and a dark
 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 Katana 'Aglarang' (8d4) (+9,+7) (+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 46 against normal creatures.
b) The Long Bow 'Belthronding' (x3) (+20,+22) (+1)
     +1 dexterity, stealth, speed, shooting speed.
     Provides resistance to disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
c) a Sapphire Ring of Constitution (+3)
     +3 constitution.
     Sustains constitution.
d) an Aquamarine Ring of Resist Poison
     Provides resistance to poison.
e) The Jewel 'Evenstar'
     Provides resistance to cold, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains intelligence, wisdom, constitution.
     Stops experience drain.
     When activated, it restores your experience to full.
     It takes 150 turns to recharge after use.
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 10 turns to recharge after use.
     Radius 3 light.
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 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) 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.


  [Character Inventory]

a) 2 Books of Magic Spells [Magic for Beginners] {@m1}
b) 3 Books of Magic Spells [Conjurings and Tricks] {@m2}
c) 4 Books of Magic Spells [Incantations and Illusions] {@m3}
d) a Book of Magic Spells [Resistances of Scarabtarices] {@m5}
     Cannot be harmed by acid, electricity, fire, cold.
e) 27 Metallic Purple Potions of Cure Serious Wounds
f) 8 Scrolls titled "infinio ae" of Word of Recall {!r}
g) 4 Cast Iron Rods of Treasure Location {!d!k}
h) 2 Molybdenum Rods of Probing
i) 2 Aluminum Rods of Identify {@z0}
     Cannot be harmed by electricity.
j) 4 Ivory Wands of Teleport Other (25 charges)
k) a Mulberry Staff of *Destruction* (4 charges)
l) an Ironwood Staff of Speed (4 charges)
m) 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.
n) 58 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 73.5 against
     normal creatures.
     35% chance of breaking upon contact.
o) 99 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 73.5 against
     normal creatures.
     35% chance of breaking upon contact.
p) 20 Seeker Arrows (4d4) (+5,+5)
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 111 against
     normal creatures.
     35% chance of breaking upon contact.


  [Home Inventory]

a) 3 Books of Magic Spells [Resistances of Scarabtarices] {@m5}
     Cannot be harmed by acid, electricity, fire, cold.
     
b) a Light Blue Mushroom of Vigor
     When ingested, it restores all your stats.
     Provides nourishment for about 250 turns under normal conditions.
c) 29 Metallic Purple Potions of Cure Serious Wounds
     When ingested, it heals you a fair amount (1/5 of your wounds, min
     imum 25HP), heals cut damage, and cures blindness and confusion.
     Provides nourishment for about 75 turns under normal conditions.
d) 99 Yellow Potions of Cure Critical Wounds
     When ingested, it heals you a large amount (1/4 of your wounds, mi
     nimum 30HP), heals cut damage, and cures stunning, poisoning, blin
     dness, and confusion.
     Provides nourishment for about 75 turns under normal conditions.
e) 7 White 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.
f) a Pungent 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.
g) a Viscous Pink 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.
h) 17 Light Green Potions of Restore Life Levels
     When ingested, it restores your experience.
i) 4 Metallic Green Potions of Speed {!q}
     When ingested, it hastens you for 2d10+20 turns.
j) 12 Scrolls titled "trips cuma iga" of Teleport Level
     When read, it teleports you one level up or down.
k) 13 Scrolls titled "co cogreque se" of Enchant Armour
     When read, it attempts to magically enhance a piece of armour.
l) a Scroll titled "promis mersus" of *Remove Curse*
     When read, it removes all curses from all equipped items.
m) a Silver-Plated Rod of Teleport Other
     When aimed, it teleports a target monster away.
     It takes 25 turns to recharge after use.
n) 4 Bronze Rods of Light {@z0!d!k}
     When aimed, it lights up part of the dungeon in a straight line.
     It takes 9 turns to recharge after use.
o) 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.
p) 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.
q) a Leather Shield of Elvenkind [6,+9] (+3 stealth)
     +3 stealth.
     Provides resistance to acid, lightning, fire, cold, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     
r) The Steel Helm of Hammerhand [6,+20] (+3) {!w}
     +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 of Wormtongue (-8,-8) [2,+2] (+3) {uncursed}
     +3 intelligence, dexterity, stealth, speed.
     Cannot be harmed by acid, electricity, fire, cold.
     Feather Falling.
     
     When activated, it teleports you randomly up to 10 squares away.
     It takes 20 turns to recharge after use.
t) The Short Sword 'Sting' (1d6) (+8,+9) (+2)
     +2 strength, dexterity, constitution, speed, attack speed.
     Provides resistance to fear, light.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
     Radius 1 light.
     With this weapon, you would currently get 7 blows per round.  Each
     blow will do an average damage of 37 against animals, 37 against
     evil creatures, 40.5 against orcs, 40.5 against undead, and 33.5
     against normal creatures.
u) The Broad Axe 'Barukkheled' (2d6) (+13,+19) (+3)
     +3 constitution.
     Cannot be harmed by acid, electricity, fire, cold.
     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 52 against evil creatures, 59
     against orcs, 59 against trolls, 59 against giants, and 45 against
     normal creatures.
v) The Lochaber Axe 'Mundwine' (3d8) (+12,+17)
     Provides resistance to acid, lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 63 against animals, 63 against
     evil creatures, 76.5 against demons, and 49.5 against normal
     creatures.
w) 28 Arrows of Venom (1d4) (+9,+8) {@f0}
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 292.5 against
     poison-vulnerable creatures, and 97.5 against normal creatures.
     35% chance of breaking upon contact.
x) 20 Arrows of Flame (1d4) (+10,+7) {@f0}
     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.


  [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 6.7.2009 03:06
Last updated on 12.7.2009 19:11

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8423. on the Ladder (of 18915)
3574. on the Angband Ladder (of 6466)
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On 6.7.2009 03:06 iggy wrote:
Diving a little more aggressively this time now that I have a better feel for things down to about 1500'. Pushed a little further than I would have liked without FrAct/Invis, but finding the Cloak of Thorongil just solved both those problems. :)

On 9.7.2009 03:59 iggy wrote:
Recovered from an early nexus attack that scrambled my stats. Luckily for me, it swapped STR/CON, which wound up giving me an enormous HP boost without setting me too far back in the attacks department.

Much to my delight, I've avenged Melonwe by taking down Gorlim. The tactical position was ideal (me in a small room, he 12 steps down a hallway), and the extra HP sure didn't hurt. Even so, I sure wouldn't try it again without at least one !heaing in the pack.

On 12.7.2009 19:11 iggy wrote:
Wow things are heating up. Really feeling my oats after taking down a few terrifying uniques for the first time (Balrog of Moria, most of the Ringwratihs, et al...). Artifacts are dropping like candy and I was /thrilled/ when a druid finally dropped Belthronding. The rDisenchant finally allowed me to retire a lucky Shield of Elvenkind which had been with me for ages.

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