The Angband Ladder: Joe Ranger, High-Elf Ranger by Pete Mack

  [Angband 3.1.0 dev Character Dump]

 Name   Joe Ranger                               Self  RB  CB  EB   Best
 Sex    Female       Age            111   STR:  18/89  +1  +2 +15 18/269
 Race   High-Elf     Height          84   INT:  18/92  +3  +2  +6 18/202
 Class  Ranger       Weight         178   WIS! 18/100  -1  +0  +2 18/110
 Title  ***WINNER*** Social  Role model   DEX:  18/91  +3  +1 +15 18/281
 HP     962/998      Maximize         Y   CON:  18/98  +1  +1 +11 18/228
 SP     8/377                             Chr:  18/86  +5  +1  +2 18/166  18/96

 Level               49   Armor   [30,+103]     Saving Throw      Heroic
 Cur Exp        9818012   Fight   (+45,+35)     Stealth           Heroic
 Max Exp        9818012   Melee   (+55,+54)     Fighting          Heroic
 Adv Exp       10350000   Shoot   (+62,+19)     Shooting       Legendary
 MaxDepth  5000' (L100)   Blows      5/turn     Disarming         Superb
 Turns           755657   Shots      3/turn     Magic Device   Legendary
 Gold            785556   Infra       80 ft     Perception     Excellent
 Burden       204.5 lbs   Speed          20     Searching      Excellent

 You are the only child of a Telerin Ranger.  You have light grey eyes,
 straight black hair, and a fair complexion.



      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 Lance of Eorlingas (3d8) (+10,+19) (+2)
     +2 strength, dexterity, speed.
     Provides resistance to fear.
     Cannot be harmed by acid, electricity, fire, cold.
     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 81 against evil creatures, 94.5
     against orcs, 94.5 against trolls, and 67.5 against normal
     creatures.
b) The Long Bow of Bard (x3) (+17,+19) (+2) {1600'}
     +2 dexterity, speed, shooting power.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
c) The Ring of Power 'Nenya' (+8,+8) (+2) {4950' Thunder Wyrm}
     +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, constitution.
     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 Silver Ring of Speed (+11) {LV, 4950'}
     +11 speed.
e) an Obsidian Amulet of Trickery (+4) {rPois 4100'}
     +4 dexterity, stealth, searching, infravision, speed.
     Provides resistance to poison, nexus.
     Sustains dexterity.
f) 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, 
g) The Metal Brigandine Armour of the Rohirrim [20,+15] (+2)
     +2 strength, dexterity.
     Provides resistance to acid, lightning, fire, cold, fear, 
     confusion, sound.
     Cannot be harmed by acid, electricity, fire, cold.
h) an Elven Cloak of the Magi [6,+12] (+4)
     +4 intelligence, stealth.
     Cannot be harmed by acid.
     Sustains intelligence.
     Speeds regeneration.
i) The Small Metal Shield of Thorin [3,+22] (+4) {4550'}
     +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 Might [0,+16] (+3)
     +3 strength, dexterity, constitution.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, dexterity, constitution.
     Prevents paralysis.
k) The Set of Leather Gloves 'Cambeleg' (+7,+7) [1,+14] (+2) {Water Troll,
4550'}
     +2 strength, constitution.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
l) a Pair of Ethereal Slippers of Slow Descent [0,+9]
     Cannot be harmed by acid, electricity, fire, cold.
     Feather Falling.


  [Character Inventory]

a) a Book of Magic Spells [Magic for Beginners]
b) a Book of Magic Spells [Conjurings and Tricks]
c) a Book of Magic Spells [Incantations and Illusions]
d) a Book of Magic Spells [Sorcery and Evocations]
e) 3 Books of Magic Spells [Resistances of Scarabtarices]
     Cannot be harmed by acid, electricity, fire, cold.
f) a Book of Magic Spells [Mordenkainen's Escapes]
     Cannot be harmed by acid, electricity, fire, cold.
g) a Book of Magic Spells [Tenser's Transformations]
     Cannot be harmed by acid, electricity, fire, cold.
h) a Book of Magic Spells [Kelek's Grimoire of Power]
     Cannot be harmed by acid, electricity, fire, cold.
i) 14 Misty Potions of Healing
j) a White Potion of *Healing*
     It can be thrown at creatures with damaging effect.
k) 2 Gold Potions of Life
     It can be thrown at creatures with damaging effect.
l) 2 Clotted Red Potions of Restore Mana
m) a Scroll titled "ins ius efigo" of Banishment {!*}
n) 8 Scrolls titled "hui oppo neo" of *Destruction* {!*}
o) a Platinum Rod of Teleport Other {!!}
p) 8 Copper-Plated Wands of Teleport Other (1 charge)
q) a Banyan Staff of the Magi (0 charges)
r) The Bastard Sword 'Calris' (5d4) (-20,+20) (+5) {cursed}
     Heavily cursed.
     +5 constitution.
     Provides resistance to disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     Aggravates creatures nearby.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 80 against evil creatures, 92.5
     against trolls, 92.5 against demons, 117.5 against dragons, and 
     67.5 against normal creatures.
s) a Lochaber Axe of Slay Orc (3d8) (+14,+13)
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 88.5 against orcs, and 61.5
     against normal creatures.
t) a Long Bow of Power (x3) (+24,+28)
u) a Heavy Crossbow of Accuracy (x4) (+14,+15)
v) 31 Arrows of Frost (1d4) (+8,+9)
     Cannot be harmed by cold.
     Fired from your current missile launcher, this arrow will hit targets
     up to 160 feet away, inflicting an average damage of 121.5 against
     dragons, 121.5 against frost-vulnerable creatures, and 40.5
     against normal creatures.
     35% chance of breaking upon contact.
w) 35 Arrows (1d4) (+8,+9)
     Fired from your current missile launcher, this arrow will hit targets
     up to 160 feet away, inflicting an average damage of 121.5 against
     dragons, and 40.5 against normal creatures.
     35% chance of breaking upon contact.


  [Home Inventory]

a) a Green Mushroom of Vigor
     When ingested, it restores all your stats.
     Provides nourishment for about 250 turns under normal conditions.
b) 4 Light Blue Mushrooms of Emergency
     When ingested, it grants temporary resistance to fire and cold, cu
     res 200HP, but also makes you hallucinate wildly.
     Provides nourishment for about 250 turns under normal conditions.
c) 7 Scrolls titled "scior mo cor" of Teleport Level {!*}
     When read, it teleports you one level up or down.
d) The Ring of Tulkas (+4)
     +4 strength, dexterity, constitution.
     Provides resistance to fear.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it hastens you for d75+75 turns.
     It takes 150 turns to recharge after use.
e) The Ring of Power 'Narya' (+6,+6) (+1) {4700' Bile Demon}
     +1 strength, intelligence, wisdom, dexterity, constitution, 
     charisma, speed.
     Provides immunity to fire.
     Provides resistance to fire, fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, constitution.
     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.
f) a Silver Amulet of Weaponmastery (+3,+4) (+2)
     +2 strength.
     Provides resistance to fear, disenchantment.
     Sustains strength, constitution.
     Prevents paralysis.
     
g) 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.
h) The Star of Elendil (charging) {!!}
     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.
i) The Balance Dragon Scale Mail 'Mediator' (-4) [30,+25]
     Provides resistance to confusion, sound, shards, nexus, chaos, 
     disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     Slows your metabolism.
     Speeds regeneration.
     Prevents paralysis.
     Aggravates creatures nearby.
     
     When activated, it fires a ball of electricity in all directions, 
     each one causing 150 damage.
     It takes 50 turns to recharge after use.
j) The Hard Leather Armour of Himring [8,+15]
     Provides resistance to poison, nether, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it grants you protection from evil for 1d25 plus 3 
     times your character level turns.
     It takes 100 turns to recharge after use.
k) The Leather Scale Mail 'Thalkettoth' (-1) [10,+25] (+3)
     +3 dexterity, speed.
     Provides resistance to acid, shards.
     Cannot be harmed by acid, electricity, fire, cold.
     
l) a Fur Cloak of Aman [3,+21] (+2 stealth)
     +2 stealth.
     Provides resistance to poison.
     Cannot be harmed by acid, electricity, fire, cold.
     
m) a Jewel Encrusted Crown of Serenity [0,+9]
     Provides resistance to fear, confusion, sound.
     Cannot be harmed by acid.
     
n) 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.
     
o) The Metal Cap of Celebrimbor [3,+18] (+3 searching)
     +3 intelligence, dexterity, charisma, searching.
     Provides resistance to acid, fire, shards, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     
p) The Set of Gauntlets 'Pauraegen' [3,+14]
     Provides resistance to lightning.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it creates a lightning bolt with damage 6d6.
     It takes 6 turns to recharge after use.
     Radius 1 light.
q) The Spear of Orome (4d6) (+15,+15) (+4)
     +4 intelligence, infravision, speed.
     Provides resistance to fire, light.
     Cannot be harmed by acid, electricity, fire, cold.
     Blessed by the gods.
     Feather Falling.
     Grants the ability to see invisible things.
     
     When activated, it turns rock into mud.
     It takes 5 turns to recharge after use.
     Radius 1 light.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 78 against animals, 92 against
     giants, 92 against fire-vulnerable creatures, and 64 against
     normal creatures.
r) The Spear of Melkor (4d6) (-12,+20) (-4 stealth) {cursed}
     Heavily cursed.
     -4 wisdom, stealth.
     Provides resistance to light, dark, blindness, nether.
     Cannot be harmed by acid, electricity, fire, cold.
     Aggravates creatures nearby.
     Drains experience.
     
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 97 against poison-vulnerable
     creatures, and 69 against normal creatures.
s) The Trident of Wrath (3d8) (+16,+18) (+2)
     +2 strength, dexterity.
     Provides resistance to light, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     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 80 against evil creatures, 93.5
     against poison-vulnerable creatures, 120.5 against undead, and 
     66.5 against normal creatures.
t) The Short Bow of Amrod (x2) (+12,+15) (+2)
     +2 strength, constitution, shooting power.
     Provides resistance to lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Speeds regeneration.
     
u) 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.
     
v) a Heavy Crossbow of Extra Shots (x4) (+20,+18) (+1)
     +1 shooting speed.
     


  [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    : no  (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 14.9.2008 08:06
Last updated on 18.9.2008 01:10

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5603. on the Ladder (of 18973)
2278. on the Angband Ladder (of 6502)
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Comments

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On 14.9.2008 08:06 Pete Mack wrote:
This character had a slow start...up until 1600', when he found Bard at cl 22, 141K turns. In V dev, the crazy thing kills young dragons with a single shot because it has "Slay Dragon."

The new V pseudo ID makes Ranger a lot more enjoyable.

On 14.9.2008 09:13 Pete Mack wrote:
The damage on the arrows is calculated without Might. I am doing 107 dam/shot vs ordinary creatures, 321 vs Dragons. 3 arrows to kill an elemental ancient dragon; currently diving for Wyrm depth.


On 15.9.2008 05:24 Pete Mack wrote:
After finding speed ring, Resistances, and Tenser's. (Now I can hit almost everything with 650 dam/turn.)


On 15.9.2008 07:32 Pete Mack wrote:
Found Thorin and Cambeleg and reached 5 blows. Character is just about endgame strong, but needs a better speed ring, and a permanent source of rConf. ESP/rConf swap is a pain...

On 15.9.2008 09:37 Pete Mack wrote:
At the bottom of the dungeon. Just killed all 3 unique Balrogs after finding Narya; netted Carlammas and the Necklace of the Dwarves. (And nothing else.)

On 16.9.2008 08:26 Pete Mack wrote:
Killed Sauron with enormous effort (lots of running away to recover; used 1 !rMana for repeated CLW spell, since this variant is pathetically short of Healing potions.

I have only another 20K turns to kill Morgoth before 700K turns. I'm not going to make it. There just aren't enough supplies in the (unbalanced) dev version right now.



On 16.9.2008 08:50 PowerDiver wrote:
3/4 M is a rounder number than 7/10 M anyway. :)

You haven't managed to stash away any seeker arrows? Next game perhaps you should save them if < +9+9 [so you can stack them].

Would it help to collect 2 * 99 !CCW?

You seem low on speed given your lack of useful ammo. Maybe you should find Cubragol and then melee. :(


On 16.9.2008 09:52 Pete Mack wrote:
I haven't found a single stack of seeker arrows the whole game. I found some Mithril ammo that I later wasted--I didn't reallize it would be such a big deal to find arrows. (There aren't even many regular arrows to be found--see http://dev.rephial.org/trac/ticket/310#comment:2)

The V3.1.0 drops are too small without being rebalanced for usefulness. You can't solve the TMJ problem by just reducing drop sizes, which seems to be what has happened. To make things worse, you can get utter crap (wand of stinking cloud) even from "good" and "great" drops.

And yes, I should buy out the Temple a few times for 198 !CCW.

On 18.9.2008 01:10 Pete Mack wrote:
Post after winning. I dropped stacks of !CCW and ?Phase to pick up Morgoth's non-obligate drops. It took 2 !Heal, 1 *Heal*, ~15 CCW, 2 ?Banishment, 2 !rMana, 2 *Destruction*, and lots and lots of ?Phase Door.

Going in I had 115 Seeker arrows and 150 ordinary arrows, I was able to scavenge a lot of them while Morgoth was teleported away during cleanup after summoning 'special opponents'.

Final count: 75 uniques slain.
Remaining dangerous uniques:
Tarrasque
All unique Angels
Qzlqqzupp
Ji Indur Dawndeath
Carcharoth

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