The Angband Ladder: Voirin, High-Elf Ranger by voirin

  [Angband 3.1.0 beta Character Dump]

 Sex    Male         Age            102   STR:     18  +1  +2  +2  18/50
 Race   High-Elf     Height          90   INT:     10  +3  +2  +3     18
 Class  Ranger       Weight         194   WIS:     17  -1  +0  +6  18/40
 Title  Guide        Social       Liked   DEX:     17  +3  +1  +4  18/70
 HP     373/373      Maximize         Y   CON:  18/62  +1  +1  +2 18/102
 SP     43/43                             CHR:     17  +5  +1  +3  18/80


 Level               30   Armor   [25,+104]     Saving Throw         81%
 Cur Exp         190929   Fight   (+12,+11)     Stealth           Superb
 Max Exp         190929   Melee   (+21,+20)     Fighting          Superb
 Adv Exp         230000   Shoot   (+24,+15)     Shooting       Legendary
 MaxDepth   1650' (L33)   Blows      5/turn     Disarming            62%
 Turns          1621847   Shots      3/turn     Magic Device      Heroic
 Gold            106378   Infra       40 ft     Perception       1 in 20
 Burden       151.6 lbs   Speed           8     Searching            27%

 You are one of several children of a Telerin Ranger.  You have light
 grey eyes, straight brown 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) a Long Sword of Extra Attacks (2d5) (+9,+9) (+2)
     +2 attack speed.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 26 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) an Azurite Ring of Protection [+14]
d) an Azurite Ring of Protection [+13]
e) a Golden Amulet of Resist Acid
     Provides resistance to acid.
     Cannot be harmed by acid.
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 'Holcolleth' [1,+6] (+2)
     +2 intelligence, wisdom, stealth, speed.
     Provides resistance to acid.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it puts to sleep the monsters around you.
     It takes 55 turns to recharge after use.
i) a Large Metal Shield of Resistance [8,+9]
     Provides resistance to acid, lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
j) The Metal Cap of Thengel [3,+12] (+3)
     +3 wisdom, charisma.
     Provides resistance to confusion.
     Cannot be harmed by acid, electricity, fire, cold.
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,+7] (+2)
     +2 speed.


  [Character Inventory]

a) 2 Books of Magic Spells [Magic for Beginners]
b) 2 Books of Magic Spells [Conjurings and Tricks]
c) 4 Books of Magic Spells [Incantations and Illusions]
d) 43 Indigo Potions of Cure Critical Wounds
e) 8 Green Potions of Healing
f) 8 Red Speckled Potions of Speed
g) 2 Brown Speckled Potions of Berserk Strength
h) 20 Scrolls titled "ins frus loc" of Phase Door
i) 3 Scrolls titled "deflevis quo" of Teleportation
j) 24 Scrolls titled "ceo thendo" of Identify
k) 21 Scrolls titled "expero la pra" of Word of Recall
l) 5 Teak Staffs of Teleportation (38 charges)


  [Home Inventory]

a) 37 Slime Molds
     Provides nourishment for about 1250 turns under normal conditions.
b) 9 Light Brown Potions of Restore Strength
     When ingested, it restores your strength.
c) 22 Misty Potions of Restore Intelligence
     When ingested, it restores your intelligence.
d) 16 Pungent Potions of Restore Wisdom
     When ingested, it restores your wisdom.
e) 11 Silver Speckled Potions of Restore Dexterity
     When ingested, it restores your dexterity.
f) 15 Smoky Potions of Restore Constitution
     When ingested, it restores your constitution.
g) 30 Gloopy Green Potions of Restore Charisma
     When ingested, it restores your charisma.
h) 13 Scrolls titled "deflevis quo" of Teleportation
     When read, it teleports you randomly up to 100 squares away.
i) a Scroll titled "co abilloc" of Mass Banishment
     When read, it removes all non-unique monsters within 20 squares, d
     ealing you damage in the process.
j) a Molybdenum Rod of Probing
     When used, it gives you information on the health and abilities of 
     monsters you can see.
     It takes 50 turns to recharge after use.
k) 2 Mithril-Plated Rods of Illumination
     When used, it lights up an area and inflicts 2d8 damage on light-s
     ensitive creatures.
     It takes 30 turns to recharge after use.
l) a Lead Rod of Recall
     Cannot be harmed by electricity.
     
     When used, it returns you from the dungeon or takes you to the dun
     geon after a short delay.
     It takes 60 turns to recharge after use.
m) a Silver Ring of Delving
     When aimed, it turns rock into mud.
     It takes 2d10+15 turns to recharge after use.
n) The Soft Leather Armour 'Hithlomir' [4,+20] (+4)
     +4 stealth.
     Provides resistance to acid, lightning, fire, cold, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     
o) a Pair of Leather Boots of Free Action [2,+0]
     Prevents paralysis.
     
p) The Dagger 'Dethanc' (2d4) (+8,+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 4 blows per round.  Each
     blow will do an average damage of 34 against
     electricity-vulnerable creatures, and 24 against normal creatures.
q) The Dagger 'Nimthanc' (2d4) (+4,+6)
     Provides resistance to cold.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it creates a frost bolt with damage 6d8.
     It takes 7 turns to recharge after use.
     With this weapon, you would currently get 4 blows per round.  Each
     blow will do an average damage of 32 against frost-vulnerable
     creatures, and 22 against normal creatures.
r) a Main Gauche (Defender) (1d5) (+5,+9) [+4] (+1 stealth)
     +1 stealth.
     Provides resistance to acid, lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains constitution.
     Feather Falling.
     Speeds regeneration.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
     With this weapon, you would currently get 4 blows per round.  Each
     blow will do an average damage of 23 against normal creatures.
s) a Beaked Axe of Westernesse (2d6) (+8,+7) (+2)
     +2 strength, dexterity, constitution.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
     With this weapon, you would currently get 2 blows per round.  Each
     blow will do an average damage of 40 against orcs, 40 against
     trolls, 40 against giants, and 26 against normal creatures.
t) a Beaked Axe (Defender) (2d6) (+7,+7) [+3] (+1 stealth)
     +1 stealth.
     Provides resistance to acid, lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains constitution.
     Feather Falling.
     Speeds regeneration.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
     With this weapon, you would currently get 2 blows per round.  Each
     blow will do an average damage of 25 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 1 blow per round,
     averaging a damage of 60 against evil creatures, 73.5 against
     orcs, 73.5 against trolls, and 46.5 against normal creatures.
v) The Morning Star 'Bloodspike' (2d6) (+8,+22) (+4)
     +4 strength.
     Provides resistance to nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants the ability to see invisible things.
     
     With this weapon, you would currently get 2 blows per round.  Each
     blow will do an average damage of 49 against animals, 56 against
     orcs, 56 against trolls, 56 against poison-vulnerable creatures, 
     and 42 against normal creatures.
w) a Short Bow of Extra Shots (x2) (+12,+9) (+1)
     +1 shooting speed.
     
x) a Heavy Crossbow of Extra Shots (x4) (+18,+9) (+1)
     +1 shooting speed.
     


  [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 8.3.2009 20:39
Last updated on 9.3.2009 19:31

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Comments

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On 9.3.2009 01:16 Pete Mack wrote:
Some points:
1. That sling is a terrible choice. An ordinary +9,+9 longbow would get two shots/turn at cl 25. (Probably it would be better than the +shots shortbow as well. An x2 weapon is just a pain to use.)
2. Use the weapon of westernesse, possibly with another melee weapon as a swap. With a longbow you can do most of your damage with arrows. Free Action will let you go to 1500' without much risk, which is where stat gain begins. The loot is noticeably better too.
3. Carry a Staff of teleportation, and use it! You don't want to be fighting Hounds until you can kill them easily. Specialize in 'd' and valuable targets until you find a better source of FA. (Then you can go back to the +attacks weapon.)
4. Run away a lot. There's no reason to fight the most dangerous monsters. That's generally what gets you killed.

On 9.3.2009 19:39 voirin wrote:
Cheers for that. I started to carry staff of teleportation as advised and it certainly has saved me a number of times whilst blinded. Got rid of the sling. Replaced it for the time being with Short Bow of Armes which gives some nice improvements to abilities. Will utilise a better shooter shortly :O) Thanks again!

On 9.3.2009 20:21 Pete Mack wrote:
Amras is a good bow. It may be a while until you find a better one. That's a very strong character you have now.

Those rings are doing you no good _at all_.
Keep an eye out for a Damage, Constitution, Strength, RPoison, and Elemental (Flames, Ice, Acid, Lightning). Elemental rings add pretty big damage, and give a nice double resist. (With your sword, they add 2d5*2 = 12 dam against vulnerable creatures.)

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