The Angband Ladder: Bugs Meany, Green-Elf Ranger by Sideways
[FAangband 2.0.1-22-gd6648faef Character Dump]
Name Bugs Meany Age 68 Self RB CB EB Best
Race Green-Elf Height 7'5" STR: 18/50 -1 +0 +2 18/60
Class Ranger Weight 12st 11lb INT: 16 -1 +0 +3 18
Title Explorer Turns used: WIS: 18/52 +2 +2 +4 18/132
HP -8/383 Game 234116 DEX: 18 +2 +1 +4 18/70
SP 158/171 Standard 24171 CON: 18/31 -1 -1 +2 18/31
Gold 17482 Resting 212
Level 33 Armor [36,+72] Saving Throw 78%
Cur Exp 250251 Melee 1d15,+63% Stealth Superb
Max Exp 280853 To-hit 63,+14 Disarm - phys. 80%
Adv Exp 285000 Blows 2.3/turn Disarm - magic 50%
Burden 146.6 lb Shoot to-dam +9 Magic Devices 73
Overweight -33.3 lb To-hit 80,+24 Searching 86%
Max Depth 3800' (L76) Shots 1.5/turn Infravision 20 ft
Speed 2 (1.2x)
Recall pts: Ephel Brandir Town, Fen of Serech 44, Nargothrond 49,
Tol-In-Gau
You were born by the River Adurant. You are the only child of an
Archer. You have light grey eyes, straight black hair, and a fair
[Specialty Abilities]
Marksman
Athletics
Resistances Abilities
Acid:....+.+...... 61% pFear:.............
Elec:..+.-.+...... 41% pBlnd:.....+.+.....
Fire:+.....+...... 70% pConf:.............
Cold:+.....+...... 70% pStun:.............
Pois:...++........ 70% HLife:.............
Light:......+.+.... 57% Regen:.............
Dark:........+.... 35% ESP:.............
Sound:............. 0% S.Inv:.....+.......
Shard:....+........ 40% FrAct:..+..........
Nexus:....+........ 55% Feath:...........+.
Nethr:...+......... 40% S.Dig:+............
Chaos:............. 0% TrpIm:.............
Disen:............. 0% Darkn:.............
Modifiers Hindrances
Stea.:....2.21..... 5 ImpHP:.............
Sear.:....3........ 3 ImpSP:.............
Infra:............2 2 Fear:.............
Tunn.:............. 0 Aggrv:.............
Speed:....2........ 2 NoTel:.............
Blows:............. 0 DrExp:.............
Shots:............. 0 Stick:.............
Might:............. 0 Fragl:.............
Light:............. 0
D.Red:............. 0
MMast:.......2..... 2
Moves:............. 0
[Last Messages]
> *** LOW HITPOINT WARNING! ***
> You miss the hellhound.
> The hellhound bites you.
> You are enveloped in flames!
> *** LOW HITPOINT WARNING! ***
> The hellhound bites you.
> You are enveloped in flames!
> *** LOW HITPOINT WARNING! ***
> The hellhound misses you.
> The hellhound bites you.
> You are enveloped in flames!
> *** LOW HITPOINT WARNING! ***
> The hellhound bites you.
> You are enveloped in flames!
> You die.
Killed by a hellhound.
[Character Equipment]
a) the Pike 'Til-i-arc' (1d15) (+10,+12) [6,+10] <+2> {In;FiCo|FCo/DTP}
Found lying on the floor in a vault in Nargothrond 37
+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. Needs two-handed wielding.
Combat info:
2.3 blows/round.
With +4 STR and +0 DEX you would get 2.7 blows
With +0 STR and +1 DEX you would get 2.8 blows
Average damage/round: 130.3 vs demons, giants, and trolls, 110.6
vs creatures not resistant to cold and creatures not resistant to
fire, and 64.8 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 Accuracy (x3) (+20,+9)
Dropped by a drúadan mage in Amon Rûdh 22
Shoots accurately, sometimes very accurately.
Missile launchers allow you to inflict damage from a distance
without using magic.
c) a Ring of Mobility <+3> {Wi;El;Fa}
Bought from a store
+3 wisdom.
Provides resistance to Lightning (34%).
Cannot be harmed by Lightning.
Prevents paralysis.
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 Arcane Resistance <+2> {St;PoNt}
Found lying on the floor of a special room in Nargothrond 43
+2 strength.
Provides resistance to Poison (45%), Nether (40%).
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 Trickery <+2, +3> {SpDxSl;AcPoNx, cursed}
Found lying on the floor of a labyrinth in Tol-In-Gaurhoth 67
It cuts you deeply every now and then (power 32).
It cuts you every now and then (power 32).
It makes your skin harder to damage, but conduct electricity
(power 32).
+2 dexterity.
+2 stealth.
+3 searching skill.
+2 speed.
Provides resistance to Acid (34%), Poison (45%), Nexus (55%).
Sustains dexterity.
Amulets slip around your neck, and almost all have magics wondrous
or perilous bound inside.
f) a Lantern of True Sight (6665 turns)
Found lying on the floor of a labyrinth in Tol-In-Gaurhoth 64
Provides protection from blindness.
Cannot be harmed by Fire.
Grants the ability to see invisible things.
Intensity 3 light.
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) Studded Leather Armour of Elvenkind (-1) [12,+18] <+2> {AcElFiCoLi}
Found lying on the floor in a vault in Nargothrond 37
+2 stealth.
Provides resistance to Acid (40%), Lightning (40%), Fire (40%),
Cold (40%), Light (33%).
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) a Cloak of the Magi [1,+9] <+1, +2> {InSlMd;Bl}
Dropped by Mîm, Betrayer of Turin in Amon Rûdh 30
+1 intelligence.
+1 stealth.
+2 magic mastery.
Provides protection from blindness.
Cannot be harmed by Acid.
Sustains intelligence.
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 Night and Day [12,+12]
Found lying on the floor of a cavern in Nargothrond 45
Provides resistance to Light (35%), Dark (35%).
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) an Iron Helm of Wisdom [7,+7] <+1>
Dropped by a grave wight in Nargothrond 35
+1 wisdom.
Sustains wisdom.
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) a Set of Caestus (+0,+3) [5,+0]
Dropped by a half-orc in Nargothrond 43
Your hands would benefit from protection too.
l) a Pair of Leather Sandals of Slow Descent [1,-1]
Found lying on the floor in a vault in Thargelion 11
Feather Falling.
Footwear protects the feet only, but some rare items of this type
have magics to render them fleet, light, or steady.
[Character Inventory]
a) a Book of Nature Magics [Lesser Charms] {@m1@b1}
You can read this book.
A runed volume with earthly and natural magics inscribed in brown
and rich greens.
b) 4 Mushrooms of Emergency
Deep in the murky dungeons strange mushrooms grow, and monsters
rout about sealed packets of food that their owners will never
need again.
c) 5 Potions of Cure Light 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 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...
e) 8 Potions of Speed
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) 11 Scrolls of Phase Door
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) 10 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.
h) 4 Scrolls of Word of Recall
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) 4 Scrolls of Recharging
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) 2 Rods of Treasure Location {@z1}
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) 2 Rods of Fire Bolts
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 Frost Bolts
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) 2 Rods of Teleport Other (1 charging)
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) 5 Rods of Light
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.
o) a Wand of Acid Balls (1 charge)
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 (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.
q) 2 Staves of Teleportation (3 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.
r) a Staff of Speed (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 Ring of Utility <+1, +5> (charging) {El A:Identify Rune}
Found lying on the floor in a vault in Nargothrond 37
+1 constitution.
+5 searching skill.
Provides resistance to Lightning (45%).
Cannot be harmed by Lightning.
You may wear a ring upon each of your two ring fingers, and
benefit or suffer from the magics it contains.
t) an Amulet of Weaponmastery (+0,+10)
Found lying on the floor in Tol-In-Gaurhoth 70
Provides resistance to Disenchantment (50%).
Makes you vulnerable to Chaos (5%).
Provides protection from fear.
Slows your metabolism. Sustains your life force.
Amulets slip around your neck, and almost all have magics wondrous
or perilous bound inside.
u) the Executioner's Sword 'Crisdurian' (4d6) (+18,+19)
Found lying on the floor in a vault in Tol-In-Gaurhoth 73
Slays undead, dragons, giants, trolls, orcs, evil creatures.
Cannot be harmed by Acid.
Grants the ability to see invisible things. Prefers two-handed
wielding.
Combat info:
2.0 blows/round.
With +3 STR and +0 DEX you would get 2.3 blows
With +0 STR and +1 DEX you would get 2.3 blows
Average damage/round: 132.5 vs undead, dragons, giants, trolls,
and orcs, 99.1 vs evil creatures, and 66.2 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.
[Character Quiver]
0) 17 Arrows (2d4) (+0,+0)
Combat info:
When fired, hits targets up to 90 feet away.
Average damage/round: 45.5.
35% chance of breaking upon contact.
Bow ammo.
1) 2 Arrows (2d4) (+2,+3)
Combat info:
When fired, hits targets up to 90 feet away.
Average damage/round: 48.2.
35% chance of breaking upon contact.
Bow ammo.
2) 9 Arrows (2d4) (+9,+3)
Combat info:
When fired, hits targets up to 90 feet away.
Average damage/round: 48.4.
35% chance of breaking upon contact.
Bow ammo.
3) 2 Arrows of Wounding (2d4) (+17,+11)
Combat info:
When fired, hits targets up to 90 feet away.
Average damage/round: 56.1.
35% chance of breaking upon contact.
Bow ammo.
[Home Inventory]
a) 2 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...
b) 8 Potions of Restore Mana
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) 5 Potions of Speed
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) 10 Scrolls of Phase Door
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.
e) 7 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) 5 Scrolls of Identify Rune
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) a Scroll of Banishment
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) 4 Scrolls of Recharging
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) a Staff of Sleep 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) a Staff of Mapping (8 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.
k) 4 Staves of Teleportation (19 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.
l) a Ring of Combat (+4,+5) <+2, +1> {StDx;LiNxFe}
Found lying on the floor in a vault in Nargothrond 47
+2 strength.
+1 dexterity.
Provides resistance to Lightning (45%), Nexus (35%).
Provides protection from fear.
Cannot be harmed by Lightning.
You may wear a ring upon each of your two ring fingers, and
benefit or suffer from the magics it contains.
m) an Amulet of Basic Resistance <+1> {AcElCoPo}
Found lying on the floor of a labyrinth in Tol-In-Gaurhoth 67
+1 light.
Provides resistance to Acid (60%), Lightning (60%), Cold (50%),
Poison (40%).
Amulets slip around your neck, and almost all have magics wondrous
or perilous bound inside.
n) the Lamp of Gwindor <+4>
Found lying on the floor of a labyrinth in Nargothrond 39
+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 13 to 24 turns to recharge at your current speed.
Your chance of success is 96.6%
An adventurer who cannot see is dog food. The further away your
illumination ends, the greater your chance to ready yourself for
desperate combat.
o) a Small Metal Shield of Resistance [5,+15] {Ac}
Bought from a store
Provides resistance to Acid (20%).
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.
p) a Pair of Leather Sandals [1,+6]
Found lying on the floor in a vault in Thargelion 11
Footwear protects the feet only, but some rare items of this type
have magics to render them fleet, light, or steady.
q) the Magestaff 'Eriril' (1d9) (+13,+15) <+4, +1> {InWi;Li;Si}
Dropped by an unknown monster in Arena Town
+4 intelligence.
+4 wisdom.
+1 light.
Slays evil creatures.
Provides resistance to Light (45%).
Cannot be harmed by Acid, Fire.
Grants the ability to see invisible things.
When activated, it detects all objects in the immediate area.
Takes 61 to 120 turns to recharge at your current speed.
Your chance of success is 95.8%
Combat info:
2.3 blows/round.
With +4 STR and +0 DEX you would get 2.7 blows
With +0 STR and +1 DEX you would get 2.8 blows
Average damage/round: 65.2 vs evil creatures and 43.1 vs. others.
Hafted weapons rely on blunt force to inflict damage.
[Player history]
Turn Place Note
0 Ossiriand Town' Began the quest to destroy Morgoth.
0 Ossiriand Town' Gained the Athletics specialty.
174 Ossiriand 8' Reached level 3
174 Ossiriand 8' Reached level 4
174 Ossiriand 8' Reached level 5
174 Ossiriand 8' Reached level 6
174 Ossiriand 8' Reached level 7
174 Ossiriand 8' Reached level 8
332 Belegost Town' Moved house to Belegost.
469 Thargelion 11' Reached level 9
482 Thargelion 11' Reached level 10
618 Thargelion 11' Reached level 11
691 Thargelion 11' Killed Lug, the hill orc
711 Thargelion 11' Killed Balcmeg, the cave orc
711 Thargelion 11' Reached level 12
735 Thargelion 11' Found the Dagger 'Narthanc' (LOST)
1277 Thargelion 11' Reached level 13
1356 Thargelion 11' Reached level 14
1720 West Beleriand 14' Reached level 15
1724 West Beleriand 14' Killed The Ickiness
1801 Belegost Town' Killed The Complainer
2387 Amon Rûdh 22' Reached level 16
2387 Amon Rûdh 22' Reached level 17
2794 Amon Rûdh 22' Reached level 18
2971 Amon Rûdh 22' Reached level 19
3328 Amon Rûdh 26' Reached level 20
3864 Amon Rûdh 24' Reached level 21
4286 Amon Rûdh 24' Reached level 22
4396 Amon Rûdh 24' Killed Orfax, Son of Boldor
4779 Amon Rûdh 24' Reached level 23
5680 Amon Rûdh 20' Killed Areth, the Spirit
6898 Amon Rûdh 26' Killed Ulfast, son of Ulfang
6973 Amon Rûdh 26' Killed Ulwarth, Son of Ulfang
6973 Amon Rûdh 26' Reached level 24
8719 Amon Rûdh 26' Reached level 25
8903 Amon Rûdh 26' Killed Othrod, Lord of the orcs
9835 Nargothrond 35' Reached level 26
10868 Nargothrond 35' Reached level 27
10996 Nargothrond 35' Killed Mughâsh the Kobold Lord
11177 Belegost Town' Reached level 27
11613 Nargothrond 37' Found the Pike 'Til-i-arc'
11857 Nargothrond 37' Reached level 28
13276 Nargothrond 39' Found the Magestaff 'Eriril'
13883 Nargothrond 39' Reached level 29 (LOST)
14227 Nargothrond 39' Found the Lamp of Gwindor
14951 Belegost Town' Reached level 29
16127 Nargothrond 45' Reached level 30
17419 Nargothrond 47' Reached level 31
17419 Nargothrond 47' Reached level 32
17758 Amon Rûdh 26' Reached level 33
18156 Amon Rûdh 30' Killed Mîm, Betrayer of Turin
18173 Amon Rûdh 30' Gained the Marksman specialty.
18385 Belegost Town' Reached level 33
18566 Nargothrond 47' Reached level 33
18899 Nargothrond 47' Reached level 33
18999 Nargothrond 49' Reached level 33
19050 Nargothrond 49' Reached level 33
20209 Sirion Vale 28' Killed Roy, the Mummy
20267 Gondolin Town' Moved house to Gondolin.
21845 Tol-In-Gaurhoth 55' Killed The Phantom of Eilinel
22379 Tol-In-Gaurhoth 64' Reached level 32
22379 Tol-In-Gaurhoth 64' Reached level 33
23994 Tol-In-Gaurhoth 73' Reached level 33
24004 Tol-In-Gaurhoth 73' Found the Executioner's Sword 'Crisdurian'
[Options]
[User interface]
Use the roguelike command keyset : no (rogue_like_commands)
Use sound : no (use_sound)
Show damage player deals to monsters : no (show_damage)
Use old target by default : no (use_old_target)
Always pickup items : yes (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 : no (notify_recharge)
Show effective speed as multiplier : no (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)
|
Posted on 21.10.2021 22:05
8. on the Competition No.238 Ladder (of 15)
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