The Angband Ladder: Nollion, Green-Elf Ranger by wobbly

  [FAangband 2.0.1-22-gd6648faef Character Dump]

 Name   Nollion      Age             61          Self  RB  CB  EB   Best
 Race   Green-Elf    Height        7'8"   STR:     16  -1  +0  +0     15
 Class  Ranger       Weight   15st 12lb   INT:     10  -1  +0  +1     10
 Title  Scout        Turns used:          WIS:     14  +2  +2  +0     18
 HP     -3/127       Game         30772   DEX:     16  +2  +1  +0  18/10
 SP     6/19         Standard      3151   CON:     14  -1  -1  +0     12
 Gold   755          Resting         37

 Level                 14    Armor      [34,+29]    Saving Throw     52%
 Cur Exp             1507    Melee     1d10,+10%    Stealth    Very Good
 Max Exp             1507    To-hit        38,+5    Disarm - phys.   60%
 Adv Exp             1700    Blows      2.0/turn    Disarm - magic   41%
 Burden           91.3 lb    Shoot to-dam     +0    Magic Devices     35
 Overweight      -10.6 lb    To-hit        49,+2    Searching        43%
 Max Depth     850' (L17)    Shots      1.0/turn    Infravision    20 ft
                                                    Speed         Normal

 Recall pts: Amon Rûdh 15


 You are of the Nandor.  You are one of several children of an Archer.
 You have light grey eyes, straight black hair, and a fair complexion.

  [Specialty Abilities]

Trap Setting

Resistances              Abilities
 Acid:....+........  34% pFear:.............
 Elec:..+..........  34% pBlnd:.............
 Fire:...-......... -10% pConf:.............
 Cold:+.+..........  73% pStun:.............
 Pois:.............   0% HLife:.............
Light:......+......  28% 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:............. 0    NoTel:.............
Blows:............. 0    DrExp:.............
Shots:............. 0    Stick:.............
Might:............. 0    Fragl:.............
Light:.....1....... 1
D.Red:............. 0
MMast:............. 0
Moves:............. 0


  [Last Messages]

> Something curses!
> *** LOW HITPOINT WARNING! ***
> Something messes with your mind.
> You are confused!
> Something mumbles.
> Someone moons you!!!
> Someone humiliates you!
> Someone hits you.
> *** LOW HITPOINT WARNING! ***
> Someone hits you.
> *** LOW HITPOINT WARNING! ***
> Someone humiliates you!
> Someone insults you!
> Someone hits you.
> You die.

Killed by an ironfist priest.

  [Character Equipment]

a) a Trident of Freezing (1d10) (+3,+2) [4,+0]
     Dropped by The Complainer in Taur-Im-Duinath Town
     
     Branded with cold.
     Provides resistance to Cold (45%).
     
     Combat info:
     2.0 blows/round.
     With +10 STR and +0 DEX you would get 2.3 blows
     With +8 STR and +1 DEX you would get 2.3 blows
     With +7 STR and +3 DEX you would get 2.3 blows
     With +5 STR and +5 DEX you would get 2.3 blows
     With +3 STR and +7 DEX you would get 2.3 blows
     With +0 STR and +9 DEX you would get 2.3 blows
     Average damage/round: 37 vs creatures not resistant to cold and
     21.5 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.
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.
c) a Ring of Basic Resistance
     Found lying on the floor in Andram 9
     
     Provides resistance to Lightning (34%), Cold (50%).
     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.
d) a Ring of Utility
     Dropped by a priest in West Beleriand 14
     
     Makes you vulnerable to Fire (10%).
     Slows your metabolism.  Feather Falling.  
     
     
     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 Mental Strength <+1>
     Dropped by a small kobold in Andram 9
     
     +1 intelligence.
     Provides resistance to Acid (34%).
     Sustains intelligence.
     
     
     Amulets slip around your neck, and almost all have magics wondrous
     or perilous bound inside.
f) a Wooden Torch of Brightness (4923 turns) <+1>
     Dropped by an ogre in West Beleriand 14
     
     +1 light.
     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) Hard Leather Armour of Resistance (-1) [16,+16] {cursed}
     Dropped by a Zombie in West Beleriand 14
     
     It cuts you every now and then (power 5).
     It paralyses you every now and then (power 5).
     It makes you hallucinate sometimes (power 5).
     It poisons you from time to time (power 5).
     Provides resistance to Light (28%).
     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 [1,+1]
     Found lying on the floor in Ent Path 1
     
     
     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,+5]
     Found lying on the floor in West Beleriand 14
     
     
     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,+0]
     Bought from a store
     
     
     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 Leather Gloves [1,+0]
     Bought from a store
     
     
     Your hands would benefit from protection too.
l) a Pair of Leather Boots [2,+5]
     Dropped by The Complainer in Taur-Im-Duinath Town
     
     
     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}
     
     You can read this book.
     
     
     A runed volume with earthly and natural magics inscribed in brown
     and rich greens.
b) 4 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) 14 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) 7 Potions of Cure Serious Wounds {@q2}
     
     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) a Potion 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...
f) a Potion 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...
g) a Potion of Resist Heat
     
     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) a Potion of Resist Cold
     
     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 Sleep
     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...
j) 20 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.
k) a Scroll 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) 3 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 Scroll of Monster Confusion
     
     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.
n) a Rod of Northwinds {@z3 dlv9 rubble}
     Cannot be harmed by Lightning.
     
     
     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 Staff of Light (15 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.
p) a Wooden Torch (3988 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.
q) 2 Wooden Torches (5000 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.




  [Character Quiver]

0) 40 Arrows (2d4) (+0,+0)
     Combat info:
     When fired, hits targets up to 80 feet away.
     Average damage/round: 11.7.
     35% chance of breaking upon contact.
     
     
     Bow ammo.
1) 4 Arrows (2d4) (+0,+0)
     Combat info:
     When fired, hits targets up to 80 feet away.
     Average damage/round: 11.7.
     35% chance of breaking upon contact.
     
     
     Bow ammo.


  [Home Inventory]

a) a Potion of Sleep
     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...
b) a Trident (1d10) (+4,+3) [4,+0]
     Found lying on the floor in Andram 7
     
     Combat info:
     2.0 blows/round.
     With +10 STR and +0 DEX you would get 2.3 blows
     With +8 STR and +1 DEX you would get 2.3 blows
     With +7 STR and +3 DEX you would get 2.3 blows
     With +5 STR and +5 DEX you would get 2.3 blows
     With +3 STR and +7 DEX you would get 2.3 blows
     With +0 STR and +9 DEX you would get 2.3 blows
     Average damage/round: 22.3.
     
     
     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.
c) 18 Bolts (2d5) (+5,+6)
     
     Crossbow ammo.
d) 7 Rounded Pebbles (2d2) (+0,+0) {@v0}
     Combat info:
     Average thrown damage: 10.2.
     
     
     Sling ammo.
e) 40 Rounded Pebbles (2d2) (+0,+0) {@v0}
     Combat info:
     Average thrown damage: 10.2.
     
     
     Sling ammo.


[Player history]
      Turn   Place               Note
         0      Ossiriand Town'  Began the quest to destroy Morgoth.
         0      Ossiriand Town'  Gained the Trap Setting specialty.
       111          Ent Path 4'  Reached level 3
       395Taur-Im-Duinath Town'  Moved house to Taur-Im-Duinath.
       447   Taur-Im-Duinath 2'  Reached level 4
       515    East Beleriand 5'  Reached level 5
       676    East Beleriand 5'  Reached level 6
       833            Andram 7'  Killed Pete Mack, the Skeleton
       833            Andram 7'  Reached level 7
       891            Andram 7'  Reached level 8
      1142            Andram 9'  Reached level 9
      1447            Andram 9'  Killed Brodda, the Easterling
      1447            Andram 9'  Reached level 10
      1754   West Beleriand 11'  Reached level 11
      2068   West Beleriand 14'  Reached level 12
      2187   West Beleriand 14'  Reached level 13
      2497   West Beleriand 14'  Killed Balcmeg, the cave orc
      2696   West Beleriand 14'  Killed Bugs Meany, the Zombie
      2696   West Beleriand 14'  Reached level 14
      2796Taur-Im-Duinath Town'  Killed The Complainer


  [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                          : no  (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            : 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           : 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 17:58
Last updated on 21.10.2021 18:40

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

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On 21.10.2021 18:41 wobbly wrote:
Brutal timing for the paralysis curse to show itself

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