The Angband Ladder: Arion, Green-Elf Ranger by Nick

  [FAangband 2.0.1 Character Dump]

 Name   Arion        Age             64          Self  RB  CB  EB   Best
 Race   Green-Elf    Height       6'11"   STR:     17  -1  +0  +0     16
 Class  Ranger       Weight   14st 12lb   Int:     10  -1  +0  +0      9      8
 Title  Scout        Turns used:          WIS:     15  +2  +2  +0  18/10
 HP     -4/88        Game         23168   DEX:     12  +2  +1  +0     15
 SP     17/17        Standard      2368   CON:     15  -1  -1  +0     13
 Gold   768          Resting        529

 Level                 12    Armor      [14,+11]    Saving Throw     50%
 Cur Exp              891    Melee       1d7,+5%    Stealth    Very Good
 Max Exp              891    To-hit        35,+0    Disarm - phys.   57%
 Adv Exp              960    Blows      2.0/turn    Disarm - magic   40%
 Burden           57.2 lb    Shoot to-dam     +0    Magic Devices     40
 Overweight      -50.7 lb    To-hit        44,+0    Searching        40%
 Max Depth     650' (L13)    Shots      1.0/turn    Infravision    20 ft
                                                    Speed         Normal

 Recall pts: East Beleriand 13


 You are of the Nandor.  You are the only child of a Mage.  You have
 light grey eyes, straight brown hair, and a fair complexion.
Resistances              Abilities
 Acid:.............   0% pFear:.............
 Elec:.............   0% pBlnd:.............
 Fire:.............   0% pConf:.............
 Cold:.............   0% pStun:.............
 Pois:.............   0% HLife:.............
Light:.............   0% Regen:.............
 Dark:.............   0%   ESP:.............
Sound:.............   0% S.Inv:.............
Shard:.............   0% FrAct:.............
Nexus:.............   0% Feath:.............
Nethr:.............   0% S.Dig:.............
Chaos:.............   0% TrpIm:.............
Disen:.............   0% Darkn:.............

Modifiers                Hindrances
Stea.:............. 0    ImpHP:.............
Sear.:............. 0    ImpSP:.............
Infra:............2 2     Fear:.............
Tunn.:............. 0    Aggrv:.............
Speed:............. -10  NoTel:.............
Blows:............. 0    DrExp:.............
Shots:............. 0    Stick:.............
Might:............. 0    Fragl:.............
Light:............. 0
D.Red:............. 0
MMast:............. 0
Moves:............. 0


  [Last Messages]

> The master yeek sets off a blinding flash.
> You repel a sudden bleariness.
> The master yeek hits you.
> *** LOW HITPOINT WARNING! ***
> The blue yeek hits you.
> *** LOW HITPOINT WARNING! ***
> The wolf misses you.
> You have 4 Scrolls of Phase Door (e).
> Something tries to cast a spell, but fails.
> Something makes a soft 'pop'.
> The wolf misses you.
> You have 7 charges remaining.
> The wolf yelps in pain.
> The wolf bites you.
> You die.

Killed by a wolf.

  [Character Equipment]

a) a Thrusting Spear (1d7) (+0,+0) [2,+0]
     An inheritance from your family
     
     Combat info:
     2.0 blows/round.
     With +10 STR and +0 DEX you would get 2.3 blows
     With +9 STR and +2 DEX you would get 2.3 blows
     With +7 STR and +5 DEX you would get 2.3 blows
     With +5 STR and +7 DEX you would get 2.3 blows
     With +4 STR and +9 DEX you would get 2.3 blows
     With +1 STR and +11 DEX you would get 2.3 blows
     With +0 STR and +13 DEX you would get 2.3 blows
     Average damage/round: 14.
     
     
     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 Short Bow (x2) (+0,+0)
     An inheritance from your family
     
     
     Missile launchers allow you to inflict damage from a distance
     without using magic.
f) a Wooden Torch (4000 turns)
     An inheritance from your family
     
     Intensity 2 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) a Robe [2,+1]
     Found lying on the floor in Ossiriand 8
     
     
     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.
i) a Leather Shield [8,+5]
     Dropped by Brodda, the Easterling in Ered Luin 10
     
     
     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) a Hard Leather Cap [2,+4]
     Found lying on the floor in East Beleriand 13
     
     
     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.




  [Character Inventory]

a) a Book of Nature Magics [Lesser Charms] {@m0@b0}
     
     You can read this book.
     
     
     A runed volume with earthly and natural magics inscribed in brown
     and rich greens.
b) 3 Rations of Food
     
     Deep in the murky dungeons strange mushrooms grow, and monsters
     rout about sealed packets of food that their owners will never
     need again.
c) 2 Potions of Cure Light Wounds
     
     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 Cure Critical Wounds
     
     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) 4 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.
f) 2 Scrolls of Detect Invisible
     
     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) 6 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.
h) 2 Scrolls of Blessing
     
     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 Rod 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.
j) a Wand of Magic Missile (7 charges)
     
     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.
k) a Wand of Hold Monster (5 charges)
     
     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.
l) a Wand of Stun Monster (3 charges)
     
     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.
m) 4 Wooden Torches (5000 turns)
     Intensity 2 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.




  [Character Quiver]

0) 26 Arrows (2d4) (+0,+0)
     Combat info:
     When fired, hits targets up to 80 feet away.
     Average damage/round: 12.
     35% chance of breaking upon contact.
     
     
     Bow ammo.


[Player history]
      Turn   Depth  Note
         0      0'  Began the quest to destroy Morgoth.
         0      0'  Gained the Rapid Fire specialty.
       168    400'  Reached level 3
       192    400'  Reached level 4
       192    400'  Reached level 5
       192    400'  Reached level 6
       413    500'  Reached level 7
       428    500'  Reached level 8
       435    500'  Reached level 9
       794    500'  Killed Brodda, the Easterling
       794    500'  Reached level 10
       871      0'  Moved house to Belegost.
      1118    550'  Reached level 11
      1273    550'  Reached level 12


  [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                 : yes (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            : yes (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        : yes (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 16.10.2021 06:51
Last updated on 17.10.2021 06:47

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14. on the Competition No.238 Ladder (of 15)

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On 16.10.2021 06:51 Nick wrote:
Just legged it straight to Belegost.

On 17.10.2021 06:47 Nick wrote:
Trying to run from Boldor, didn't make it.

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