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

  [Angband 3.1.0 beta Character Dump]

 Sex    Male         Age            120   STR:  18/81  +1  +2 +10 18/211
 Race   High-Elf     Height          78   INT:  18/93  +3  +2  +1 18/153
 Class  Ranger       Weight         209   WIS:  18/99  -1  +0  +8 18/169
 Title  Ranger       Social      Lordly   DEX! 18/100  +3  +1 +10 18/***
 HP     818/818      Maximize         Y   CON! 18/100  +1  +1  +8 18/200
 SP     267/267                           CHR:  18/93  +5  +1  +1 18/163


 Level               43   Armor   [31,+119]     Saving Throw        100%
 Cur Exp        4334080   Fight   (+46,+34)     Stealth           Superb
 Max Exp        4334080   Melee   (+65,+55)     Fighting          Heroic
 Adv Exp        4830000   Shoot   (+57,+21)     Shooting       Legendary
 MaxDepth   3750' (L75)   Blows      5/turn     Disarming            87%
 Turns          1507594   Shots      3/turn     Magic Device   Legendary
 Gold            899467   Infra       70 ft     Perception        1 in 5
 Burden       143.4 lbs   Speed          29     Searching            42%

 You are the only child of a Vanyarin Prince.  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 Great Hammer of Aule (9d3) (+19,+21) [+5] (+4)
     +4 wisdom, tunneling.
     Provides resistance to acid, lightning, fire, cold, fear, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     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 91 against evil creatures, 109
     against demons, 109 against undead, 109 against acid-vulnerable
     creatures, 145 against dragons, and 73 against normal creatures.
b) a Long Bow of Extra Might (x3) (+11,+21) (+1)
     +1 shooting power.
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 200 turns to recharge after use.
d) a Bronze Ring of Speed (+11)
     +11 speed.
e) a Dragon Tooth Amulet of Trickery (+3)
     +3 dexterity, stealth, searching, infravision, speed.
     Provides resistance to poison, nexus.
     Sustains dexterity.
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 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.
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 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 Caestus of Fingolfin (+10,+10) [5,+20] (+4)
     +4 dexterity.
     Provides resistance to acid.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     When activated, it fires a magical arrow with damage 150.
     It takes 30 turns to recharge after use.
l) a Pair of Leather Boots of Speed [2,+9] (+8)
     +8 speed.


  [Character Inventory]

a) 2 Books of Magic Spells [Magic for Beginners] {@m1@b1@G1!d!v!k}
b) 2 Books of Magic Spells [Conjurings and Tricks] {@m2@b2@G2!d!k!v}
c) 2 Books of Magic Spells [Incantations and Illusions] {@m3@b3@G3!d!v!k}
d) 2 Books of Magic Spells [Sorcery and Evocations] {@m4@b4@G4!d!v!k}
e) a Book of Magic Spells [Resistances of Scarabtarices] {@m5@b5@G5!d!v!k}
     Cannot be harmed by acid, electricity, fire, cold.
f) a Book of Magic Spells [Mordenkainen's Escapes] {@m6@b6@G6!d!v!k}
     Cannot be harmed by acid, electricity, fire, cold.
g) a Book of Magic Spells [Tenser's Transformations] {@m7@b7@G7!d!v!k}
     Cannot be harmed by acid, electricity, fire, cold.
h) 5 Icky Green Potions of Cure Critical Wounds
i) 3 Metallic Green Potions of Healing {!*}
j) 3 Scrolls titled "quo chrum pes" of Teleport Level {!*}
k) 2 Scrolls titled "mundego" of Banishment
l) 2 Tin-Plated Rods of Detection
     Cannot be harmed by electricity.
m) 5 Runed Rods of Teleport Other
n) 3 Hemlock Staffs of Teleportation (9 charges) {!*}
o) 2 Willow Staffs of Speed (6 charges)
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) 21 Arrows of Wounding (1d4) (+18,+11) {@f0}
     Fired from your current missile launcher, this arrow will hit targets
     up to 140 feet away, inflicting an average damage of 138 against
     normal creatures.
     35% chance of breaking upon contact.
r) 5 Arrows of Frost (1d4) (+7,+8) {@f2}
     Cannot be harmed by cold.
     Fired from your current missile launcher, this arrow will hit targets
     up to 140 feet away, inflicting an average damage of 378 against
     frost-vulnerable creatures, and 126 against normal creatures.
     35% chance of breaking upon contact.
s) 20 Seeker Arrows of Wounding (4d4) (+11,+18) {@f0}
     Fired from your current missile launcher, this arrow will hit targets
     up to 140 feet away, inflicting an average damage of 196 against
     normal creatures.
     35% chance of breaking upon contact.
t) 24 Mithril Arrows of Slay Demon (3d4) (+12,+9) {@f4}
     Cannot be harmed by acid, fire.
     Fired from your current missile launcher, this arrow will hit targets
     up to 140 feet away, inflicting an average damage of 450 against
     demons, and 150 against normal creatures.
     35% chance of breaking upon contact.


  [Home Inventory]

a) 2 Viscous Pink 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.
b) a Shimmering 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.
c) an Ironwood Staff of *Destruction* (0 charges)
     When used, it destroys an area around you in the shape of a circle 
     radius 15, and blinds you for 1d10+10 turns.
d) 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.
     
e) 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.
f) 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 50 turns to recharge after use.
g) 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.
h) 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.
     
i) The Mithril Chain Mail 'Belegennon' (-1) [28,+20] (+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.
j) 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.
k) The Cloak 'Colluin' [1,+15]
     Provides resistance to acid, lightning, fire, cold, poison.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it grants temporary resistance to acid, electricit
     y, fire, cold and poison for 1d20+20 turns.
     It takes 111 turns to recharge after use.
l) The Cloak of Thingol [1,+18] (+3)
     +3 dexterity, charisma.
     Provides resistance to acid, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     
     When activated, it tries to recharge a wand or staff, destroying t
     he wand or staff on failure.
     It takes 70 turns to recharge after use.
m) a Leather Shield of Elvenkind [6,+10] (+2 stealth)
     +2 stealth.
     Provides resistance to acid, lightning, fire, cold, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     
n) The Metal Cap of Celebrimbor [3,+18] (+3 searching)
     +3 intelligence, dexterity, charisma, searching.
     Provides resistance to acid, fire, shards, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     
o) 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.
p) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2)
     +2 strength, constitution.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     
q) The Zweihander 'Gurthang' (3d6) (+13,+17) (+2)
     +2 strength.
     Provides resistance to fire, poison.
     Cannot be harmed by acid, electricity, fire, cold.
     Slows your metabolism.
     Speeds regeneration.
     Prevents paralysis.
     
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 84.5 against fire-vulnerable
     creatures, 84.5 against poison-vulnerable creatures, 105.5 against
     dragons, and 63.5 against normal creatures.
r) The Executioner's Sword 'Crisdurian' (4d5) (+18,+19)
     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 77 against evil creatures, 89
     against orcs, 89 against trolls, 89 against giants, 89 against
     dragons, 89 against undead, and 65 against normal creatures.
s) The Spear 'Aeglos' (3d6) (+15,+25) [+5] (+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 80 against evil creatures, 90.5
     against orcs, 90.5 against trolls, 90.5 against frost-vulnerable
     creatures, 111.5 against undead, and 69.5 against normal creatures.
t) 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 82.5 against trolls, 82.5
     against dragons, 82.5 against acid-vulnerable creatures, 103.5
     against demons, and 61.5 against normal creatures.
u) The Lance of Eorlingas (3d8) (+13,+21) (+2)
     +2 strength, dexterity, speed.
     Provides resistance to fear.
     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 84 against evil creatures, 97.5
     against orcs, 97.5 against trolls, and 70.5 against normal
     creatures.
v) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10)
     +10 speed.
     Provides resistance to fire.
     Cannot be harmed by acid, electricity, fire, cold.
     
w) 30 Mithril Arrows of Slay Evil (3d4) (+16,+12)
     Cannot be harmed by acid, fire.
     
     Fired from your current missile launcher, this arrow will hit targets
     up to 140 feet away, inflicting an average damage of 324 against
     evil creatures, and 162 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 11.7.2009 22:55
Last updated on 16.7.2009 23:27

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4329. on the Ladder (of 12066)
1425. on the Angband Ladder (of 3518)
4. for this player (out of 9)

Comments

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On 11.7.2009 22:55 LordHammerschmidt wrote:
Just worked through a massive vault at dl39. Got Hurin, Thorin, and Rohrrim for my efforts and risk.

Had to tele away a couple Death Drakes, an AMHD, and the Phoenix. That was scary, but quite fun.

On 12.7.2009 17:06 LordHammerschmidt wrote:
Trying to decide between Colannon and Colluin. Speed is nice, but so is the rPois.

I could also use Thingol and get 4 blows. It's quite the dilemma.

On 13.7.2009 23:40 LordHammerschmidt wrote:
Now trying to decide between Hurin and Eorlingas. Five blows with both, but leaning towards Hurin's acid brand.

Now if only I could find a better shooter...

On 15.7.2009 16:37 LordHammerschmidt wrote:
Finally found Tenser's, which has made life a bit easier. Still need a better shooter, but things are progressing well.

On 15.7.2009 17:27 LordHammerschmidt wrote:
Dlevel 67 was kind to me. Killed Saruman, dropped Dor-Lomin.

Found a black dragon pit (awesome with acid immunity), dropped a better ring of damage, Elendil, and Gurthang.

Now I have to decide between Gurthang and Hurin. Think I'll go with Gurthang if I can find an amulet worth swapping out the regen.

On 16.7.2009 23:27 LordHammerschmidt wrote:
First trip down to dlevel 75 was most excellent...

First, there was the White Dragon Pit, where a young white dropped my Narya. Was feeling pretty good at that point. Then, a Horned Reaper dropped me both a +11 RoS, and Aule.

This is definitely the best character, in terms of equipment, I've ever had. Long ago there was a clvl 50 Ranger, but he died due to a hard drive failure.

I'll take any advice on equipment at this point.

Oh, and I still need better boots and a decent shooter.

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