The Angband Ladder: MITZE, Green-Elf Ranger by MITZE
[FAangband 2.0.1 Character Dump]
Name MITZE Age 53 Self RB CB EB Best
Race Green-Elf Height 6'9" STR: 18/92 -1 +0 +6 18/142
Class Ranger Weight 13st 7lb INT: 13 -1 +0 +5 17
Title Pathfinder Turns used: WIS: 17 +2 +2 +2 18/50
HP -117/362 Game 379912 DEX! 18/100 +2 +1 +0 18/130
SP 38/69 Standard 41867 CON: 18 -1 -1 +2 18
Gold 50790 Resting 7160
Level 36 Armor [28,+74] Saving Throw 75%
Cur Exp 497771 Melee 3d10,+152% Stealth Superb
Max Exp 497771 To-hit 67,+65 Disarm - phys. 94%
Adv Exp 525000 Blows 3.8/turn Disarm - magic 56%
Burden 175.7 lb Shoot to-dam +18 Magic Devices 67
Overweight -4.2 lb To-hit 85,+70 Searching 76%
Max Depth 2750' (L55) Shots 1.9/turn Infravision 20 ft
Speed 1.1x (1)
Recall pts: Ephel Brandir Town, Amon Rûdh 30, Nargothrond 53
You were born by the River Adurant. You are one of several children
of an Archer. You have light grey eyes, straight black hair, and a
Resistances Abilities
Acid:+.....+.+.... 79% pFear:...+........!
Elec:+.....+.+.... 79% pBlnd:....+....+...
Fire:+.....+.+..+. 87% pConf:....+........
Cold:+.+...+.+..+. 92% pStun:.............
Pois:............+ 40% HLife:.............
Light:........+..+. 64% Regen:.............
Dark:............. 0% ESP:.........+...
Sound:............. 0% S.Inv:....+........
Shard:............. 0% FrAct:..........+..
Nexus:......+...... 51% Feath:....+........
Nethr:............. 0% S.Dig:.............
Chaos:............. 0% TrpIm:.............
Disen:......+...... 50% Darkn:.............
Modifiers Hindrances
Stea.:......113.... 5 ImpHP:.............
Sear.:............. 0 ImpSP:.............
Infra:............2 2 Fear:.............
Tunn.:............. 0 Aggrv:.............
Speed:.......1....* 11 NoTel:.............
Blows:............. 0 DrExp:.............
Shots:............. 0 Stick:.............
Might:............. 0 Fragl:.............
Light:.....4....... 4
D.Red:............. 0
MMast:............. 0
Moves:............. 0
[Last Messages]
> The Arrow of Acid breaks.
> Glaurung, Father of the Dragons grunts with pain.
> Glaurung, Father of the Dragons breathes fire.
> You have 15 Scrolls of Phase Door {@r4} (f).
> Glaurung, Father of the Dragons speeds up.
> You feel very good.
> You have 25 Potions of Cure Critical Wounds {@q1} (c).
> You feel very good.
> You have 24 Potions of Cure Critical Wounds {@q1} (c).
> You have 0 charges remaining.
> Glaurung, Father of the Dragons grunts with pain.
> You have 4 charges remaining.
> Glaurung, Father of the Dragons grunts with pain.
> Glaurung, Father of the Dragons breathes poison.
> You die.
Killed by Glaurung, Father of the Dragons.
[Character Equipment]
a) the Lochaber Axe of the Marches (3d10) (+12,+17)
Dropped by a lesser Balrog in Nargothrond 49
Slays evil creatures.
Provides resistance to Acid (45%), Lightning (45%), Fire (45%),
Cold (45%).
Cannot be harmed by Acid, Fire.
preferring two-handed wielding.
Combat info:
3.8 blows/round.
With +3 STR and +0 DEX you would get 4.0 blows
With +0 STR and +2 DEX you would get 4.3 blows
Average damage/round: 348.6 vs evil creatures and 233 vs. others.
Pole-mounted weapons are often cumbersome and may require two
hands to wield, but some offer both a high degree of protection
and powerful attacks.
b) a Long Bow of Velocity (x3) (+17,+18)
Found lying on the floor in a vault in Nargothrond 49
powerful shooting.
Missile launchers allow you to inflict damage from a distance
without using magic.
c) a Ring of Combat (+0,+11)
Bought from a store
Provides resistance to Cold (34%).
You may wear a ring upon each of your two ring fingers, and
benefit or suffer from the magics it contains.
d) a Ring of Combat (+5,+5) <+1>
Bought from a store
+1 strength.
Provides protection from fear.
You may wear a ring upon each of your two ring fingers, and
benefit or suffer from the magics it contains.
e) an Amulet of Clarity
Found lying on the floor in Nargothrond 49
Provides protection from blindness, confusion.
Feather Falling. Grants the ability to see invisible things.
Amulets slip around your neck, and almost all have magics wondrous
or perilous bound inside.
f) the Lamp of Gwindor <+4> {@A0}
Taken from a chest found in Arena Town
+4 light.
Cannot be harmed by Fire.
Intensity 4 light.
When activated, it illuminates the surrounding area, dealing 2d15
damage to light-sensitive monsters.
Takes 23 to 42 turns to recharge at your current speed.
Your chance of success is 96.4%
An adventurer who cannot see is dog food. The further away your
illumination ends, the greater your chance to ready yourself for
desperate combat.
g) Soft Leather Armour of Elvenkind [8,+16] <+1>
Found lying on the floor in a vault in Nargothrond 41
+1 stealth.
Provides resistance to Acid (40%), Lightning (40%), Fire (40%),
Cold (40%), Nexus (51%), Disenchantment (50%).
Cannot be harmed by Acid, Fire.
Some kind of body protection will become a necessity as you face
ever more dangerous opponents; rare items of this type may hold
many and varied protective magics.
h) an Elven Cloak [6,+5] <+1>
Dropped by an olog in Arena Town
+1 stealth.
+1 speed.
Experienced adventurers wrap a cloak around their body. Some rare
items of this type may allow you to slip silently around less
alert enemies.
i) a Large Metal Shield of Elvenkind [12,+17] <+3>
Found lying on the floor in Nargothrond 39
+3 stealth.
Provides resistance to Acid (35%), Lightning (35%), Fire (35%),
Cold (35%), Light (40%).
Cannot be harmed by Acid.
Shields can be worn on your arm, or on your back if you need both
hands to use your weapon. So protective can a shield be that it
can reduce damage as much or more than body armour, and you can
perhaps deflect physical missiles (even shards) or take advantage
of opportunities to bash your foe if you have one on your arm.
j) the Hard Leather Cap of Mablung [2,+10] <+2>
Found lying on the floor in Nargothrond 47
It was borne by Mablung, chief hunter of King Thingol.
+2 intelligence.
+2 wisdom.
Provides protection from blindness.
Cannot be harmed by Acid.
Grants telepathy.
Many a blow will be struck upon your head, and protection here
will certainly be helpful. Some rare items may protect and
enhance your mind.
k) the Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+12] <+2>
Taken from a chest found in Arena Town
+2 strength.
+2 constitution.
Cannot be harmed by Acid, Fire.
Prevents paralysis.
Your hands would benefit from protection too.
l) the Pair of Steel Shod Boots Lenur [7,+8] <+3>
Found lying on the floor in a vault in Amon Rûdh 22
+3 strength.
+3 intelligence.
Provides resistance to Fire (35%), Cold (35%), Light (40%).
Cannot be harmed by Acid, Fire.
Footwear protects the feet only, but some rare items of this type
have magics to render them fleet, light, or steady.
[Character Inventory]
a) 3 Books of Nature Magics [Lesser Charms] {@G1@b1@m1}
You can read this book.
A runed volume with earthly and natural magics inscribed in brown
and rich greens.
b) a Book of Nature Magics [Nature Craft] {@G2@b2@m2}
Cannot be harmed by Fire.
You can read this book.
A runed volume with earthly and natural magics inscribed in brown
and rich greens.
c) 24 Potions of Cure Critical Wounds {@q1}
Healers, alchemists, and sages create potions in vast quantities,
and store them in small flasks of clear glass or gleaming crystal.
Once quaffed, a potion is guaranteed to work, but not every
strange liquid was mixed for your benefit...
d) 2 Potions of Restore Mana {@q8}
Healers, alchemists, and sages create potions in vast quantities,
and store them in small flasks of clear glass or gleaming crystal.
Once quaffed, a potion is guaranteed to work, but not every
strange liquid was mixed for your benefit...
e) 15 Potions of Heroism {@q3}
Healers, alchemists, and sages create potions in vast quantities,
and store them in small flasks of clear glass or gleaming crystal.
Once quaffed, a potion is guaranteed to work, but not every
strange liquid was mixed for your benefit...
f) 15 Scrolls of Phase Door {@r4}
One will often find sheets of parchment with magic spells. They
are easy to read, and are a warrior or paladin's best chance at
making use of magic.
g) 2 Scrolls of Banishment {!r}
One will often find sheets of parchment with magic spells. They
are easy to read, and are a warrior or paladin's best chance at
making use of magic.
h) 3 Scrolls of Word of Recall {!r}
One will often find sheets of parchment with magic spells. They
are easy to read, and are a warrior or paladin's best chance at
making use of magic.
i) 16 Scrolls of Holy Chant {@r3}
One will often find sheets of parchment with magic spells. They
are easy to read, and are a warrior or paladin's best chance at
making use of magic.
j) 5 Rods of Treasure Location {@z0}
The magics stored in rods never run out, given enough time between
uses to recover. Rods can do a lot of damage, but they affect
only small areas. Bolt spells in rods seldom or never beam.
k) 4 Rods of Teleport Other (3 charging) {@z4}
The magics stored in rods never run out, given enough time between
uses to recover. Rods can do a lot of damage, but they affect
only small areas. Bolt spells in rods seldom or never beam.
l) a Rod of Disable Traps {@z6}
The magics stored in rods never run out, given enough time between
uses to recover. Rods can do a lot of damage, but they affect
only small areas. Bolt spells in rods seldom or never beam.
m) 5 Rods of Light {@z5}
The magics stored in rods never run out, given enough time between
uses to recover. Rods can do a lot of damage, but they affect
only small areas. Bolt spells in rods seldom or never beam.
n) 3 Wands of Cold Balls (4 charges) {@a0}
Wands hold a variety of spells, useful both in combat and for
exploration. Bolt spells in wands often beam, and ball spells
affect large areas. Once its charges are exhausted, a wand is
useless until recharged.
o) 2 Wands of Teleport Other (14 charges) {@a4}
Wands hold a variety of spells, useful both in combat and for
exploration. Bolt spells in wands often beam, and ball spells
affect large areas. Once its charges are exhausted, a wand is
useless until recharged.
p) a Wand of Dragon's Flame (1 charge)
Cannot be harmed by Lightning.
Wands hold a variety of spells, useful both in combat and for
exploration. Bolt spells in wands often beam, and ball spells
affect large areas. Once its charges are exhausted, a wand is
useless until recharged.
q) a Wand of Dragon's Frost (0 charges)
Cannot be harmed by Lightning.
Wands hold a variety of spells, useful both in combat and for
exploration. Bolt spells in wands often beam, and ball spells
affect large areas. Once its charges are exhausted, a wand is
useless until recharged.
r) a Staff of Confuse Monsters (0 charges)
Staffs are heavy, and take up plenty of space in your backpack,
but can hold a lot of sometimes powerful spells that affect large
areas. Staffs recharge easily and well.
s) a Staff of Slow Monsters (0 charges) {@u2}
Staffs are heavy, and take up plenty of space in your backpack,
but can hold a lot of sometimes powerful spells that affect large
areas. Staffs recharge easily and well.
t) 3 Staves of Teleportation (17 charges) {@u4}
Staffs are heavy, and take up plenty of space in your backpack,
but can hold a lot of sometimes powerful spells that affect large
areas. Staffs recharge easily and well.
[Character Quiver]
0) 10 Arrows of Wounding (2d5) (+13,+17) {=g@f0}
Combat info:
When fired, hits targets up to 90 feet away.
Average damage/round: 137.3.
35% chance of breaking upon contact.
Bow ammo.
1) 22 Arrows of Hurt Animal (2d4) (+9,+7) {=g@f1}
Slays animals.
Combat info:
When fired, hits targets up to 90 feet away.
Average damage/round: 180.1 vs animals and 105.8 vs. others.
35% chance of breaking upon contact.
Bow ammo.
2) 7 Arrows of the Noldor (2d5) (+5,+8) {=g@f2}
Slays giants, trolls, orcs.
Combat info:
When fired, hits targets up to 90 feet away.
Average damage/round: 256.7 vs giants, trolls, and orcs, and 127.9
vs. others.
35% chance of breaking upon contact.
Bow ammo.
3) an Arrow of Hurt Undead (2d4) (+8,+6) {=g@f3}
Slays undead.
Combat info:
When fired, hits targets up to 90 feet away.
Average damage/round: 210 vs undead and 104.6 vs. others.
35% chance of breaking upon contact.
Bow ammo.
4) 2 Arrows of Hurt Evil (2d5) (+6,+11) {=g@f4}
Slays evil creatures.
Combat info:
When fired, hits targets up to 90 feet away.
Average damage/round: 196.5 vs evil creatures and 130.7 vs.
others.
35% chance of breaking upon contact.
Bow ammo.
8) 21 Arrows of Electricity (2d4) (+6,+8) {=g@f8}
Branded with lightning.
Combat info:
When fired, hits targets up to 90 feet away.
Average damage/round: 181.7 vs creatures not resistant to
lightning and 106.5 vs. others.
35% chance of breaking upon contact.
Bow ammo.
9) 15 Arrows of Acid (2d6) (+5,+6) {=g@f9}
Branded with acid.
Cannot be harmed by Acid.
Combat info:
When fired, hits targets up to 90 feet away.
Average damage/round: 249.6 vs creatures not resistant to acid and
146.4 vs. others.
35% chance of breaking upon contact.
Bow ammo.
[Home Inventory]
a) 5 Mushrooms of Emergency {!E}
Deep in the murky dungeons strange mushrooms grow, and monsters
rout about sealed packets of food that their owners will never
need again.
b) 13 Potions of Healing
Healers, alchemists, and sages create potions in vast quantities,
and store them in small flasks of clear glass or gleaming crystal.
Once quaffed, a potion is guaranteed to work, but not every
strange liquid was mixed for your benefit...
c) 7 Potions of *Healing*
It can be thrown at creatures with damaging effect.
Healers, alchemists, and sages create potions in vast quantities,
and store them in small flasks of clear glass or gleaming crystal.
Once quaffed, a potion is guaranteed to work, but not every
strange liquid was mixed for your benefit...
d) 3 Potions of Restore Mana {@q8}
Healers, alchemists, and sages create potions in vast quantities,
and store them in small flasks of clear glass or gleaming crystal.
Once quaffed, a potion is guaranteed to work, but not every
strange liquid was mixed for your benefit...
e) 11 Scrolls of Teleportation
One will often find sheets of parchment with magic spells. They
are easy to read, and are a warrior or paladin's best chance at
making use of magic.
f) 20 Scrolls of Recharging {!r}
One will often find sheets of parchment with magic spells. They
are easy to read, and are a warrior or paladin's best chance at
making use of magic.
g) 3 Scrolls of Deep Descent {!r}
One will often find sheets of parchment with magic spells. They
are easy to read, and are a warrior or paladin's best chance at
making use of magic.
h) 2 Scrolls of *Destruction* {!r}
One will often find sheets of parchment with magic spells. They
are easy to read, and are a warrior or paladin's best chance at
making use of magic.
i) 2 Staves of Confuse Monsters (9 charges)
Staffs are heavy, and take up plenty of space in your backpack,
but can hold a lot of sometimes powerful spells that affect large
areas. Staffs recharge easily and well.
j) 3 Staves of Slow Monsters (14 charges) {@u2}
Staffs are heavy, and take up plenty of space in your backpack,
but can hold a lot of sometimes powerful spells that affect large
areas. Staffs recharge easily and well.
k) 7 Staves of Teleportation (35 charges) {@u4}
Staffs are heavy, and take up plenty of space in your backpack,
but can hold a lot of sometimes powerful spells that affect large
areas. Staffs recharge easily and well.
l) an Amulet of Trickery <+2, +1>
Found lying on the floor in Nargothrond 49
+2 dexterity.
+2 stealth.
+2 searching skill.
+1 speed.
Provides resistance to Cold (34%), Poison (50%), Nexus (45%).
Sustains dexterity.
Amulets slip around your neck, and almost all have magics wondrous
or perilous bound inside.
m) the Chain Mail (Dwarven) of the Mormegil (-2) [40,+15] <+2>
Dropped by Ulfang the Black in Nargothrond 43
It is from the battle gear worn by Turin Turambar while at
Nargothrond.
+2 constitution.
Provides resistance to Acid (45%), Lightning (45%), Fire (45%),
Cold (45%), Shards (40%), Nexus (40%).
Cannot be harmed by Acid.
Prevents paralysis.
Some kind of body protection will become a necessity as you face
ever more dangerous opponents; rare items of this type may hold
many and varied protective magics.
n) a Robe of Permanence [2,+20]
Dropped by a chaos drake in Arena Town
Provides resistance to Acid (45%), Lightning (45%), Fire (45%),
Cold (45%), Poison (40%).
Cannot be harmed by Acid, Fire.
Sustains strength, intelligence, wisdom, dexterity, constitution.
Sustains your life force.
Some kind of body protection will become a necessity as you face
ever more dangerous opponents; rare items of this type may hold
many and varied protective magics.
o) Hard Leather Armour of Elvenkind (-1) [16,+11] <+1>
Dropped by The Complainer in Ossiriand Town
+1 stealth.
Provides resistance to Acid (40%), Lightning (40%), Fire (40%),
Cold (40%), Dark (34%), Shards (34%).
Cannot be harmed by Acid, Fire.
Some kind of body protection will become a necessity as you face
ever more dangerous opponents; rare items of this type may hold
many and varied protective magics.
p) the Leather Scale Mail 'Thalkettoth' (-1) [20,+25] <+3>
Found lying on the floor in Nargothrond 47
+3 dexterity.
+3 speed.
Provides resistance to Acid (35%), Lightning (35%), Shards (45%).
Provides protection from confusion.
Cannot be harmed by Acid, Fire.
Some kind of body protection will become a necessity as you face
ever more dangerous opponents; rare items of this type may hold
many and varied protective magics.
q) the Steel Helm 'Radiant Hope' [9,+18] <+3>
Dropped by Rogrog the Black Troll in Nargothrond 49
+3 stealth.
Provides resistance to Acid (35%), Lightning (55%), Fire (50%),
Cold (35%), Dark (55%), Sound (45%), Shards (55%), Nexus (55%),
Disenchantment (40%).
Provides protection from blindness.
Cannot be harmed by Acid.
Feather Falling. Speeds regeneration.
Many a blow will be struck upon your head, and protection here
will certainly be helpful. Some rare items may protect and
enhance your mind.
r) the Steel Helm of Ecthelion [6,+20] <+3>
Found lying on the floor in a vault in Nargothrond 49
+3 strength.
+3 dexterity.
+3 constitution.
Provides resistance to Acid (40%), Nexus (40%).
Cannot be harmed by Acid.
Many a blow will be struck upon your head, and protection here
will certainly be helpful. Some rare items may protect and
enhance your mind.
s) a Katana of Dread (3d5) (+5,+8) <+2, +3> {cursed}
Dropped by a stiffbeard sorcerer in Nargothrond 49
It makes your weapon attack you; this curse cannot be removed.
It makes you slow to recover hitpoints; this curse cannot be
removed.
It paralyses you every now and then; this curse cannot be removed.
+2 stealth.
+3 infravision.
+2 speed.
Slays undead.
Allows you to see in the dark.
Combat info:
4.5 blows/round.
With +2 STR and +0 DEX you would get 4.7 blows
With +0 STR and +2 DEX you would get 4.7 blows
Average damage/round: 272.1 vs undead and 135.9 vs. others.
The effectiveness of edged weapons depends on keen edges and sharp
points. They tend to be quite light and are easy to use, but some
may not deal enough damage for your liking.
t) the Pike 'Til-i-arc' (1d15) (+10,+12) [6,+10] <+2>
Dropped by Ulfang the Black in Nargothrond 43
+2 intelligence.
Slays demons, giants, trolls.
Branded with cold, fire.
Provides resistance to Fire (50%), Cold (50%).
Cannot be harmed by Acid, Fire.
Sustains intelligence.
Slows your metabolism. needing two-handed wielding.
Combat info:
4.3 blows/round.
With +4 STR and +0 DEX you would get 4.5 blows
With +0 STR and +2 DEX you would get 4.7 blows
Average damage/round: 395.5 vs demons, giants, and trolls, 336.3
vs creatures not resistant to cold and creatures not resistant to
fire, and 197.4 vs. others.
Pole-mounted weapons are often cumbersome and may require two
hands to wield, but some offer both a high degree of protection
and powerful attacks.
u) a Great Axe of Doriath (4d4) (+11,+17) [+6] <+3>
Found lying on the floor in Nargothrond 49
+3 stealth.
Provides resistance to Acid (40%), Lightning (40%), Fire (40%),
Cold (40%).
Cannot be harmed by Acid, Fire.
Sustains wisdom.
Feather Falling. Speeds regeneration. Grants the ability to see
invisible things. Prevents paralysis. preferring two-handed
wielding.
Combat info:
3.8 blows/round.
With +2 STR and +0 DEX you would get 4.0 blows
With +0 STR and +2 DEX you would get 4.3 blows
Average damage/round: 130.1.
Pole-mounted weapons are often cumbersome and may require two
hands to wield, but some offer both a high degree of protection
and powerful attacks.
v) the Scythe of Slicing Fineldin (10d4) (+12,+14) <+3> {cursed}
Dropped by Kavlax the Many-Headed in Arena Town
It makes you hallucinate sometimes (power 40).
+3 wisdom.
Slays animals.
Branded with acid.
Provides resistance to Acid (50%), Fire (40%).
Provides protection from blindness.
Cannot be harmed by Acid, Fire.
preferring two-handed wielding.
When activated, it makes an earthquake (radius 10).
Your chance of success is 96.4%
Combat info:
3.8 blows/round.
With +3 STR and +0 DEX you would get 4.0 blows
With +0 STR and +2 DEX you would get 4.3 blows
Average damage/round: 450.8 vs animals and creatures not resistant
to acid, and 266.5 vs. others.
Pole-mounted weapons are often cumbersome and may require two
hands to wield, but some offer both a high degree of protection
and powerful attacks.
w) the Flail Alinduina (2d8) (-6,-8) <+1, +3, +2> {cursed}
Dropped by Scatha the Worm in Nargothrond 49
It occasionally makes a loud noise (power 51).
+1 strength.
+1 intelligence.
+1 wisdom.
+1 dexterity.
+1 constitution.
+3 stealth.
+2 speed.
Branded with acid.
Provides resistance to Cold (40%).
Cannot be harmed by Acid, Fire.
Slows your metabolism. Speeds regeneration. Sustains your life
force.
Combat info:
4.3 blows/round.
With +2 STR and +0 DEX you would get 4.5 blows
With +0 STR and +1 DEX you would get 4.7 blows
Average damage/round: 209.6 vs creatures not resistant to acid and
123.1 vs. others.
Hafted weapons rely on blunt force to inflict damage.
[Player history]
Turn Depth Note
0 0' Began the quest to destroy Morgoth.
0 0' Gained the Marksman specialty.
98 0' Killed The Complainer
136 400' Reached level 3
136 400' Reached level 4
142 400' Reached level 5
217 400' Killed MITZE, the Skeleton
217 400' Reached level 6
444 500' Reached level 7
625 500' Reached level 8
736 500' Reached level 9
1054 500' Reached level 10
1206 500' Killed Ulfast, son of Ulfang
1484 0' Reached level 11
1846 550' Reached level 12
2120 650' Reached level 13
2450 650' Killed MITZE, the Zombie
2546 650' Reached level 14
2693 650' Reached level 15
2814 650' Killed Lug, the hill orc
3175 750' Reached level 16
3528 0' Moved house to Belegost.
3799 800' Killed Orfax, Son of Boldor
4117 900' Reached level 17
4929 1000' Reached level 18
5236 1000' Reached level 19
5819 1100' Killed Judias, the Spirit
5825 1100' Found the Set of Leather Gloves 'Cambeleg'
6278 1100' Reached level 20
6321 1100' Found the Pair of Steel Shod Boots Lenur
7200 1100' Reached level 21
8193 1200' Reached level 22
9087 1200' Killed Balcmeg, the cave orc
9088 1200' Found the Set of Gauntlets 'Camlost' (LOST)
9194 1300' Reached level 23
9322 1300' Killed The Ickiness
9948 1300' Found the Lamp of Gwindor
9964 1300' Reached level 24
11940 1300' Reached level 25
12848 1400' Reached level 26
14237 1500' Killed Orcobal the Mighty
14347 1500' Killed Othrod, Lord of the orcs
14356 1500' Found the Morning Star 'Bloodspike' (LOST)
15886 1500' Killed Ibun, Son of Mîm
16166 1500' Reached level 27
16339 1500' Killed Khîm, Son of Mîm
16343 1500' Found the Set of Gauntlets 'Paurnen' (LOST)
16544 1500' Killed Mîm, Betrayer of Turin
16545 1500' Gained the Piercing Shot specialty.
17040 750' Killed Killybuggy, the Zombie
19348 1650' Killed Ulwarth, Son of Ulfang
20033 1750' Killed Uldor the Accursed
20091 1750' Reached level 28
21608 1850' Killed Boldor, King of the Yeeks
21741 1850' Reached level 29
23267 1950' Reached level 30
24874 2050' Reached level 31
26415 2050' Reached level 32
27509 2150' Killed Psiren, the Vampire
28428 2150' Killed Ulfang the Black
28428 2150' Found the Chain Mail (Dwarven) of the Mormegil
28429 2150' Found the Pike 'Til-i-arc'
29176 2150' Reached level 33
29364 2150' Found the Set of Gauntlets 'Pauraegen' (LOST)
30809 2350' Found the Magestaff 'Eriril' (LOST)
31189 2350' Found the Hard Leather Cap of Mablung
32682 2450' Killed Scatha the Worm
32682 2450' Reached level 34
32691 2450' Found the Flail Alinduina
32693 2450' Found the Morning Star 'Firestar' (LOST)
32778 2450' Found the Lead-Filled Mace 'Turmil' (LOST)
34445 2450' Found the Steel Helm of Ecthelion
35059 2450' Reached level 35
35073 2450' Found the Lochaber Axe of the Marches
35736 2450' Killed Rogrog the Black Troll
35746 2450' Found the Steel Helm 'Radiant Hope'
36461 2450' Killed Anna Sidwell, the Phantom
37711 2350' Reached level 36
38255 2350' Killed MITZE, the Lich
38626 2350' Found the Leather Scale Mail 'Thalkettoth'
38813 2350' Reached level 36
40344 2650' Killed Kavlax the Many-Headed
40344 2650' Found the Iron Helm of Gorlim (LOST)
40347 2650' Found the Short Sword Ascalin (LOST)
40348 2650' Found the Scythe of Slicing Fineldin
[Options]
[User interface]
Use the roguelike command keyset : no (rogue_like_commands)
Use sound : no (use_sound)
Show damage player deals to monsters : yes (show_damage)
Use old target by default : no (use_old_target)
Always pickup items : no (pickup_always)
Always pickup items matching inventory : yes (pickup_inven)
Show flavors in object descriptions : no (show_flavors)
Highlight target with cursor : no (show_target)
Highlight player with cursor between turns : no (highlight_player)
Disturb whenever viewable monster moves : yes (disturb_near)
Show walls as solid blocks : no (solid_walls)
Show walls with shaded background : no (hybrid_walls)
Color: Illuminate torchlight in yellow : no (view_yellow_light)
Color: Shimmer multi-colored things : no (animate_flicker)
Center map continuously : no (center_player)
Color: Show unique monsters in purple : no (purple_uniques)
Automatically clear '-more-' prompts : no (auto_more)
Color: Player color indicates % hit points : yes (hp_changes_color)
Allow mouse clicks to move the player : no (mouse_movement)
Notify on object recharge : yes (notify_recharge)
Show effective speed as multiplier : yes (effective_speed)
[Birth]
Generate connected stairs : no (birth_connect_stairs)
Force player descent (currently does nothing): no (birth_force_descend)
Word of Recall has no effect : no (birth_no_recall)
Restrict creation of artifacts : no (birth_no_artifacts)
Stack objects on the floor : yes (birth_stacking)
Lose artifacts when leaving level : no (birth_lose_arts)
Show level feelings : yes (birth_feelings)
Increase gold drops but disable selling : yes (birth_no_selling)
Start with a kit of useful gear : yes (birth_start_kit)
Monsters learn from their mistakes : yes (birth_ai_learn)
Know all runes on birth : no (birth_know_runes)
Know all flavors on birth : no (birth_know_flavors)
Persistent levels (disabled) : no (birth_levels_persist)
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Posted on 17.10.2021 09:13
7. on the Competition No.238 Ladder (of 15)
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