The Angband Ladder: Enwed, Kobold Ranger by Pete Mack

  [Angband 3.1.0 dev Character Dump]

 Name   Enwed                                    Self  RB  CB  EB   Best
 Sex    Female            Age        21   STR:  18/99  -1  +2 +10 18/209
 Race   Kobold            Height     35   INT:  18/96  -1  +2  +5 18/156
 Class  Ranger            Weight     57   WIS! 18/100  +0  +0  +2 18/120
 Title  Ranger Lord       Status      1   DEX! 18/100  +2  +1  +8 18/210
 HP     838/838           Maximize    Y   CON! 18/100  +2  +1  +6 18/190
 SP     294/300                           Chr! 18/100  -2  +1  +6 18/150 18/120

 Level               48   Armor   [47,+110]     Saving Throw      Heroic
 Cur Exp        5436964   Fight   (+35,+24)     Stealth           Superb
 Max Exp        5436964   Melee   (+47,+39)     Fighting          Heroic
 Adv Exp        5800000   Shoot   (+55,+23)     Shooting       Legendary
 MaxDepth   4950' (L99)   Blows      5/turn     Disarming         Superb
 Turns           688154   Shots      3/turn     Magic Device      Heroic
 Gold            633683   Infra       80 ft     Perception     Excellent
 Burden       158.7 lbs   Speed          25     Searching         Superb

 You come from a litter of 3 pups. Your father was a fungus farmer, and
 your mother was a cook. You have dark brown eyes, a dark brown hide,
 and large, sharp teeth.


      abcdefghijkl@       abcdefghijkl@
 Acid:......+.*.... Blind:..+..........
 Elec:......+...... Confu:.........+...
 Fire:......+...... Sound:........++...
 Cold:..*...+...... Shard:.............
 Pois:....+.......+ Nexus:....+........
 Fear:........++... Nethr:.............
 Lite:..........+.. Chaos:........+....
 Dark:......+...... Disen:......+......

      abcdefghijkl@       abcdefghijkl@
S.Dig:............. Stea.:....+........
Feath:..+.......... Sear.:....+........
PLite:..........+.. Infra:....+.......+
Regen:..+.......... Tunn.:.............
Telep:..+.......... Speed:+.+++......+.
Invis:+.+..+....... Blows:.............
FrAct:+.+.....+.+.. Shots:.............
HLife:..+.......... Might:.+...........


  [Character Equipment]

a) The Main Gauche of Maedhros (2d5) (+12,+15) (+3)
     +3 intelligence, dexterity, speed.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 57 against trolls, 57 against
     giants, and 45 against normal creatures.

b) a Long Bow of Extra Might (x3) (+20,+23) (+1)
     +1 shooting power.
     

c) The Ring of Power 'Nenya' (+8,+8) (+2)
     +2 strength, intelligence, wisdom, dexterity, constitution, 
     charisma, speed.
     Provides immunity to cold.
     Provides resistance to cold, blindness.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains intelligence, wisdom.
     Feather Falling.
     Speeds regeneration.
     Prevents paralysis.
     Stops experience drain.
     Grants telepathy.
     Grants the ability to see invisible things.
     
     When activated, it restores your experience to full.
     It takes 200 turns to recharge after use.

d) a Garnet Ring of Speed (+9)
     +9 speed.
     

e) a Tortoise Shell Amulet of Trickery (+3)
     +3 dexterity, stealth, searching, infravision, speed.
     Provides resistance to poison, nexus.
     Sustains dexterity.
     

f) The Star of Elendil {!!}
     Cannot be harmed by acid, electricity, fire, cold.
     Grants the ability to see invisible things.
     
     When activated, it maps the area around you in a 30-radius circle.
     It takes 50 turns to recharge after use.
     Radius 3 light.

g) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4)
     +4 strength, charisma.
     Provides resistance to acid, lightning, fire, cold, dark, 
     disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it removes all non-unique monsters represented by 
     a chosen symbol from the level, dealing you damage in the process.
     It takes 500 turns to recharge after use.

h) a Shadow Cloak [6,+13]
i) The Small Metal Shield of Thorin [3,+25] (+4) {Hill Giant, 4900'}
     +4 strength, constitution.
     Provides immunity to acid.
     Provides resistance to fear, sound, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     

j) a Golden Crown of Serenity [0,+13]
     Provides resistance to fear, confusion, sound.
     Cannot be harmed by acid.
     

k) The Set of Leather Gloves 'Cammithrim' [1,+10]
     Provides resistance to light.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains constitution.
     Prevents paralysis.
     
     When activated, it fires a magic missile with damage 3d4.
     It takes 2 turns to recharge after use.
     Radius 1 light.

l) a Pair of Soft Leather Boots of Speed [2,+9] (+8) {Mat. Black Dragon, 4200'}
     +8 speed.
     



  [Character Inventory]

a) 2 Books of Magic Spells [Magic for Beginners]
b) 2 Books of Magic Spells [Incantations and Illusions]
c) 2 Books of Magic Spells [Sorcery and Evocations]
d) a Book of Magic Spells [Resistances of Scarabtarices]
     Cannot be harmed by acid, electricity, fire, cold.
     
e) a Book of Magic Spells [Mordenkainen's Escapes]
     Cannot be harmed by acid, electricity, fire, cold.
     
f) a Book of Magic Spells [Tenser's Transformations]
     Cannot be harmed by acid, electricity, fire, cold.
     
g) 11 Puce Potions of Cure Critical Wounds
     When ingested, it heals you a little (1/3 of your wounds, minimum 
     33HP), heals cut damage, and cures poisoning, blindness, and confu
     sion.
     Provides nourishment for about 50 turns under normal conditions.
h) 8 Scrolls titled "pro tas huineo" of Teleportation {!*}
     When read, it teleports you randomly up to 100 squares away.
i) 5 Scrolls titled "procuma uncis" of Teleport Level {!*}
     When read, it teleports you one level up or down.
j) 4 Magnesium Rods of Identify {!!@z1}
     Cannot be harmed by electricity.
     
     When used, it reveals to you the extent of an item's magical power
     s.
     It takes 10 turns to recharge after use.
k) a Divining Rod of Magic Mapping
     When used, it maps the area around you in a 30-radius circle.
     It takes 100 turns to recharge after use.
l) 3 Lead Rods of Detection {!!@z2}
     Cannot be harmed by electricity.
     
     When used, it detects treasure, objects, traps, doors, stairs, and 
     all creatures in the surrounding area.
     It takes 100 turns to recharge after use.
m) 10 Transparent Rods of Teleport Other {!!}
     When aimed, it teleports a target monster away.
     It takes 25 turns to recharge after use.
n) The Ring of Power 'Narya' (+6,+6) (+1) (charging)
     +1 strength, intelligence, wisdom, dexterity, constitution, 
     charisma, speed.
     Provides immunity to fire.
     Provides resistance to fire.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, dexterity.
     Slows your metabolism.
     Speeds regeneration.
     Prevents paralysis.
     Grants telepathy.
     Grants the ability to see invisible things.
     
     When activated, it grants you protection from evil for 1d25 plus 3 
     times your character level turns.
     It takes 200 turns to recharge after use.
o) The Amulet of Ingwe (+3) {!!}
     +3 intelligence, wisdom, charisma, infravision.
     Provides resistance to acid, lightning, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
     When activated, it deals five times your level's damage to all evi
     l creatures that you can see.
     It takes 50 turns to recharge after use.
p) The Necklace of the Dwarves (+3)
     +3 strength, constitution, infravision.
     Provides resistance to fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Speeds regeneration.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
     Radius 1 light.
q) a Bronze Amulet of ESP (+9)
     +9 searching.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.
     
r) The Palantir of Westernesse (+2) (charging)
     +2 intelligence, wisdom, searching, infravision.
     Provides resistance to blindness, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.
     Grants the ability to see invisible things.
     Aggravates creatures nearby.
     Drains experience.
     
     When activated, it maps the entire level and detects objects, trap
     s, doors, and stairs.
     It takes 50 turns to recharge after use.
     Radius 3 light.
s) The Main Gauche of Azaghal (2d5) (+12,+14)
     Provides immunity to fire.
     Provides resistance to acid, fear.
     Cannot be harmed by acid, electricity, fire, cold.
     
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 68 against dragons, and 44
     against normal creatures.
t) a Blade of Chaos of Slay Evil (6d5) (+15,+10)
     Provides resistance to chaos.
     
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 70 against evil creatures, and 
     52 against normal creatures.
u) The Spear 'Aeglos' (3d6) (+15,+25) [+5] (+4)
     +4 wisdom, dexterity.
     Provides resistance to cold, fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Blessed by the gods.
     Slows your metabolism.
     Prevents paralysis.
     
     When activated, it creates a frost ball with damage 100.
     It takes 35 turns to recharge after use.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 70 against evil creatures, 80
     against orcs, 80 against trolls, 80 against frost-vulnerable
     creatures, 101 against undead, and 59.5 against normal creatures.
v) 2 Seeker Arrows of Frost (4d4) (+8,+8)
     Cannot be harmed by cold.
     
     Fired from your current missile launcher, this arrow will hit targets
     up to 300 feet away, inflicting an average damage of 174 against
     frost-vulnerable creatures, and 154 against normal creatures.
     35% chance of breaking upon contact.
w) 3 Seeker Arrows of Flame (4d4) (+5,+8)
     Cannot be harmed by fire.
     
     Fired from your current missile launcher, this arrow will hit targets
     up to 300 feet away, inflicting an average damage of 174 against
     fire-vulnerable creatures, and 154 against normal creatures.
     35% chance of breaking upon contact.


  [Home Inventory]

a) 5 Books of Magic Spells [Incantations and Illusions]
b) a Book of Magic Spells [Sorcery and Evocations]
c) a Dark Green Mushroom of Restoring
     When ingested, it restores all your stats.
     Provides nourishment for about 250 turns under normal conditions.
d) 8 Black Spotted Mushrooms of Mending
     When ingested, it heals cut damage, and cures stunning, poison and 
     blindness.
     Provides nourishment for about 250 turns under normal conditions.
e) 4 White Potions of Speed
     When ingested, it hastens you for 2d10+20 turns.
f) 25 Violet Potions of Healing
     When ingested, it restores 300 hit points, heals cut damage, and c
     ures stunning, poisoning, blindness, and confusion.
     Provides nourishment for about 100 turns under normal conditions.
g) 2 Crimson Potions of *Healing*
     When ingested, it restores 1200 hit points, heals cut damage, and 
     cures stunning, poisoning, blindness, and confusion.
     It can be thrown at creatures with damaging effect.
h) 7 Green Potions of Life
     When ingested, it restores 5000 hit points, restores experience an
     d stats, heals cut damage, and cures stunning, poison, blindness, 
     and confusion.
     It can be thrown at creatures with damaging effect.
i) 9 Coagulated Crimson Potions of Restore Mana
     When ingested, it restores your mana points to maximum.
j) 27 Scrolls titled "pro tas huineo" of Teleportation {!*}
     When read, it teleports you randomly up to 100 squares away.
k) 47 Scrolls titled "procuma uncis" of Teleport Level {!*}
     When read, it teleports you one level up or down.
l) 4 Scrolls titled "deneo agera la" of *Destruction* {!*}
     When read, it destroys an area around you in the shape of a circle 
     radius 15, and blinds you for 1d10+10 turns.
m) 2 Scrolls titled "culnus pro" of Banishment
     When read, it removes all non-unique monsters represented by a cho
     sen symbol from the level, dealing you damage in the process.
n) The Arkenstone of Thrain
     Provides resistance to light, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     Stops experience drain.
     Grants the ability to see invisible things.
     
     When activated, it detects treasure, objects, traps, doors, stairs, 
o) The Metal Brigandine Armour of the Rohirrim [19,+15] (+2)
     +2 strength, dexterity.
     Provides resistance to acid, lightning, fire, cold, fear, 
     confusion, sound.
     Cannot be harmed by acid, electricity, fire, cold.
     
p) The Full Plate Armour of Isildur [25,+25] (+1)
     +1 constitution.
     Provides resistance to acid, lightning, fire, cold, confusion, 
     sound, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     
q) The Hard Leather Cap of Thranduil [2,+10] (+2)
     +2 intelligence, wisdom.
     Provides resistance to blindness.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.
     
r) The Katana 'Aglarang' (8d4) (+0,+0) (+5)
     +5 dexterity, speed.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains dexterity.
     
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 44 against normal creatures.
s) a Two-Handed Sword (Holy Avenger) (3d6) (+17,+17) [+4] (+4)
     +4 wisdom.
     Provides resistance to fear.
     Sustains charisma.
     Blessed by the gods.
     Grants the ability to see invisible things.
     
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 62 against evil creatures, 72
     against demons, 72 against undead, and 51.5 against normal
     creatures.
t) an Executioner's Sword of Lightning (4d5) (+14,+18)
     Provides resistance to lightning.
     Cannot be harmed by electricity.
     
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 78 against
     electricity-vulnerable creatures, and 54 against normal creatures.
u) a Battle Axe of Extra Attacks (2d8) (+14,+15) (+2)
     +2 attack speed.
     
     With this weapon, you would currently get 7 blows per round.  Each
     blow will do an average damage of 48 against normal creatures.
v) a Mace of Disruption of Slay Demon (6d8) (+14,+13)
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 118 against demons, 118 against
     undead, and 64 against normal creatures.
w) The Long Bow 'Belthronding' (x3) (+20,+22) (+1)
     +1 dexterity, stealth, speed, shooting speed.
     Provides resistance to disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     


  [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)
Don't preserve 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    : yes (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 22.3.2008 04:31
Last updated on 26.3.2008 02:45

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6141. on the Ladder (of 18973)
2604. on the Angband Ladder (of 6502)
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On 22.3.2008 04:31 Pete Mack wrote:
Very mixed luck. I found rings of speed (+5) at 1550' and 1750'. And I have found 0 !STR, 0 !DEX, 0 !CON, and 0 !Aug. (There's been one sitting in the Black Market forever, but I stupidly bought Tenser's instead.)

And I'd kill for a better bow.

On 22.3.2008 07:15 eddiegrove@hotmail.com wrote:
You are such a complainer. My current ranger used
a crossbow x4 +1 shot +10 damage at your depth,
and no speed rings either. Why not wear both?
Do you shoot anything with AC 100? Accuracy might be better.


On 22.3.2008 08:41 Pete Mack wrote:
My offense just went up a lot. I found 2 !DEX, so I get 4 blows with Maehdros. Base STR is still 18, and base CON is 15.

On 23.3.2008 00:13 Pete Mack wrote:
Finally got to 400+ HP; Lugdush dropped Carlammas at 4050'. 5 blows helps. So does the Bow of Accuracy.

Regular arrows are worthless in this game. Instead, finding a stack of seeker arrows is like finding ego ammo in other versions. (3.1.0 brand only applies to base dice, so Tenser's is worthless until you get good ammo.)

On 23.3.2008 01:01 Pete Mack wrote:
First pair of these I found in a long time. A big step up from the previous:

l) a Pair of Hard Leather Boots [3, +7]

On 23.3.2008 23:49 Pete Mack wrote:
Happy Easter!

My CON situtation was getting desperate. Now to go find some Bile Wyrms...

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