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

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

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On 21.10.2021 22:05 Sideways wrote:
The game did not want me to have anything nice, dived to the deep dungeons and found big piles of nothing. Could have kept living but there wasn't much point.

Lacked See Invisible almost right up to the end, ran out of !restorelife many times as a consequence.

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