The Angband Ladder: Killybuggy, Green-Elf Ranger by Sideways

  [FAangband 2.0.1 Character Dump]

 Name   Killybuggy   Age             70          Self  RB  CB  EB   Best
 Race   Green-Elf    Height        6'7"   STR:     16  -1  +0  +3     18
 Class  Ranger       Weight    13st 8lb   INT:     10  -1  +0  +3     12
 Title  Tracker      Turns used:          WIS:     15  +2  +2  +0  18/10
 HP     137/183      Game         52085   DEX:     15  +2  +1  +2  18/20
 SP     33/33        Standard      5366   CON:     14  -1  -1  +2     14
 Gold   4082         Resting          0

 Level                 22    Armor      [22,+32]    Saving Throw     60%
 Cur Exp            14238    Melee      1d7,+75%    Stealth    Very Good
 Max Exp            14763    To-hit       49,+13    Disarm - phys.   71%
 Adv Exp            16000    Blows      2.0/turn    Disarm - magic   48%
 Burden          105.4 lb    Shoot to-dam     +4    Magic Devices     50
 Overweight      -14.5 lb    To-hit        62,+8    Searching        80%
 Max Depth    1200' (L24)    Shots      1.1/turn    Infravision    20 ft
                                                    Speed         Normal

 Recall pts: Amon Rûdh 16, Amon Rûdh 18, Amon Rûdh 20, Amon Rûdh 24


 You are of the Nandor.  You are one of several children of a Ranger.
 You have light grey eyes, wavy black hair, and a fair complexion.
Resistances              Abilities
 Acid:.............   0% pFear:.............
 Elec:......+......  22% pBlnd:.............
 Fire:+..+..+......  76% pConf:.............
 Cold:.............   0% pStun:...?......?..
 Pois:.............   0% HLife:.............
Light:..........+..  45% 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.:..5.......... 5    ImpSP:.............
Infra:............2 2     Fear:.............
Tunn.:............. 0    Aggrv:.............
Speed:............. 0    NoTel:...?......?..
Blows:............. 0    DrExp:.............
Shots:............. 0    Stick:...?......?..
Might:............. 0    Fragl:...?......?..
Light:..........1.. 1
D.Red:............. 0
MMast:............. 0
Moves:............. 0


  [Character Equipment]

a) the Quarterstaff 'Nar-i-vagil' (1d7) (+10,+20) <+3>
     Dropped by Old Man Willow in Amon Rûdh 18
     
     +3 intelligence.
     Slays animals.
     Branded with fire.
     Provides resistance to Fire (50%).
     Cannot be harmed by Acid, Fire.
     needing two-handed wielding.  
     
     Combat info:
     2.0 blows/round.
     With +13 STR and +0 DEX you would get 2.3 blows
     With +10 STR and +2 DEX you would get 2.3 blows
     With +6 STR and +4 DEX you would get 2.3 blows
     With +2 STR and +6 DEX you would get 2.3 blows
     With +0 STR and +8 DEX you would get 2.3 blows
     Average damage/round: 47.3 vs animals and creatures not resistant
     to fire, and 27.4 vs. others.
     
     
     Hafted weapons rely on blunt force to inflict damage.
b) a Long Bow (x3) (+5,+4)
     Dropped by a blue yeek in Amon Rûdh 24
     
     
     Missile launchers allow you to inflict damage from a distance
     without using magic.
c) a Ring of Utility <+5>
     Bought from a store
     
     +5 searching skill.
     
     
     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 Physical Prowess <+3> {??}
     Dropped by a rogue in Amon Rûdh 24
     
     You do not know the full extent of this item's powers.
     +3 strength.
     Provides resistance to Fire (34%).
     Sustains strength.
     
     
     You may wear a ring upon each of your two ring fingers, and
     benefit or suffer from the magics it contains.
f) a Lantern (14340 turns)
     Found lying on the floor in West Beleriand 14
     
     Cannot be harmed by Fire.
     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 Resistance (-1) [12,+11]
     Found lying on the floor in West Beleriand 14
     
     Provides resistance to Lightning (22%), Fire (25%).
     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 Fur Cloak [3,+2]
     Found lying on the floor in a vault in Thargelion 11
     
     
     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 Leather Shield [8,+2]
     Found lying on the floor 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 Metal Cap [3,+6]
     Dropped by a master yeek in Amon Rûdh 24
     
     
     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 'Cammithrim' [1,+10] <+1> {??}
     Dropped by Lug, the hill orc in Thargelion 11
     
     You do not know the full extent of this item's powers.
     
     It is one of the Shadow Ward items.
     +1 light.
     Provides resistance to Light (45%).
     Cannot be harmed by Acid, Fire.
     Prevents paralysis.  
     
     When activated, it lights up an area and inflicts 2d8 damage on
     light-sensitive creatures.
     Takes 5 turns to recharge.
     Your chance of success is 94.9%
     
     
     Your hands would benefit from protection too.




  [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) a Mushroom of Vigor
     
     Deep in the murky dungeons strange mushrooms grow, and monsters
     rout about sealed packets of food that their owners will never
     need again.
c) a Withered Mushroom
     
     Deep in the murky dungeons strange mushrooms grow, and monsters
     rout about sealed packets of food that their owners will never
     need again.
d) 8 Potions of Cure Serious 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) 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...
f) 2 Potions of Neutralize Poison
     
     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...
g) a Potion 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...
h) 5 Potions of Berserk Strength
     
     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...
i) 2 Potions of Boldness
     
     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...
j) 12 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.
k) 4 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.
l) 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.
m) 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.
n) a Wand of Slow 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.
o) a Wand of Hold Monster (6 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.
p) a Wand of Scare Monster (6 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.
q) a Cast Iron Wand
     
     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 (4 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 Mapping (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.
t) a Staff of Teleportation (6 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.
u) Studded Leather Armour (-1) [12,+1]
     Dropped by an unknown monster in Amon Rûdh 24
     
     
     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.
v) a Dart (1d5) (+0,+0)
     Found lying on the floor in Ossiriand 8
     
     Combat info:
     2.0 blows/round.
     With +2 STR and +0 DEX you would get 2.3 blows
     With +1 STR and +2 DEX you would get 2.3 blows
     With +0 STR and +4 DEX you would get 2.3 blows
     Average damage/round: 12.3.
     Average thrown damage: 12.9.
     
     
     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.




  [Character Quiver]

0) 2 Arrows (2d4) (+0,+0)
     Combat info:
     When fired, hits targets up to 90 feet away.
     Average damage/round: 25.1.
     35% chance of breaking upon contact.
     
     
     Bow ammo.
1) 12 Arrows of Flame (2d4) (+6,+3)
     Branded with fire.
     Cannot be harmed by Fire.
     
     Combat info:
     When fired, hits targets up to 90 feet away.
     Average damage/round: 46.9 vs creatures not resistant to fire and
     27.2 vs. others.
     35% chance of breaking upon contact.
     
     
     Bow ammo.


  [Home Inventory]

a) 4 Flasks of oil
     
     Flasks can be used to hold oil, which can fuel a lamp or explode
     if thrown.
b) a Potion of Restore Life Levels
     
     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 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.


[Player history]
      Turn   Depth  Note
         0      0'  Began the quest to destroy Morgoth.
         0      0'  Gained the Athletics specialty.
        84    400'  Killed Pongo the Devious
        84    400'  Reached level 3
       376    500'  Reached level 4
       376    500'  Reached level 5
       404    500'  Reached level 6
       689    500'  Killed Brodda, the Easterling
       689    500'  Reached level 7
       689    500'  Reached level 8
       892      0'  Killed The Complainer
      1052    500'  Reached level 9
      1241    500'  Reached level 10
      1264      0'  Moved house to Belegost.
      1504    550'  Killed Orfax, Son of Boldor
      1504    550'  Reached level 11
      1591    550'  Killed Balcmeg, the cave orc
      1607    550'  Reached level 12
      1665    550'  Reached level 13
      1707    550'  Killed Lug, the hill orc
      1714    550'  Found the Set of Leather Gloves 'Cammithrim'
      1886    650'  Reached level 14
      2454    800'  Reached level 15
      2703    800'  Killed Ulfast, son of Ulfang
      2762    800'  Reached level 16
      2966    800'  Reached level 17
      3549    900'  Killed Old Man Willow
      3549    900'  Reached level 18
      3549    900'  Reached level 19
      3549    900'  Reached level 20
      3551    900'  Found the Quarterstaff 'Nar-i-vagil'
      3990   1000'  Reached level 21
      4540   1200'  Reached level 22


  [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 18.10.2021 00:59

Download this dump

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

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On 18.10.2021 00:59 Sideways wrote:
Game crashes on any move, Nick needs to have a look at the savefile.

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