The Angband Ladder: Elladan, High-Elf Ranger by rdermyer

  [Angband 3.1.0 dev Character Dump]

 Name   Elladan                                  Self  RB  CB  EB   Best
 Sex    Male         Age            113   Str:  18/66  +1  +2  +5 18/146 18/131
 Race   High-Elf     Height          93   INT:  18/45  +3  +2  +1 18/105
 Class  Ranger       Weight         208   WIS:  18/18  -1  +0  +4  18/48
 Title  Pathfinder   Social      Lordly   Dex:  18/56  +3  +1  +6 18/156 18/146
 HP     -23/740      Maximize         Y   CON! 18/100  +1  +1  +8 18/200
 SP     133/133                           CHR! 18/100  +5  +1  +0 18/160

 Level               37   Armor    [38,+91]     Saving Throw         88%
 Cur Exp        1595142   Fight   (+20,+11)     Stealth        Excellent
 Max Exp        1672917   Melee   (+33,+32)     Fighting          Heroic
 Adv Exp        1610000   Shoot   (+32,+15)     Shooting       Legendary
 MaxDepth   3300' (L66)   Blows      4/turn     Disarming            76%
 Turns          1249263   Shots      3/turn     Magic Device      Heroic
 Gold             66724   Infra       40 ft     Perception        1 in 5
 Burden       244.2 lbs   Speed          13     Searching            42%

 You are the only child of a Telerin Archer.  You have light blue eyes,
 wavy 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:.+...........


  [Last Messages]

> The Greater titan hits you.
> *** LOW HITPOINT WARNING! ***
> You feel very good.
> You have 18 Misty Potions of Cure Critical Wounds (g).
> The Lesser titan concentrates on its wounds.
> The Lesser titan looks REALLY healthy!
> The Greater titan hits you.
> *** LOW HITPOINT WARNING! ***
> The Greater titan hits you.
> *** LOW HITPOINT WARNING! ***
> The Greater titan hits you.
> *** LOW HITPOINT WARNING! ***
> The Greater titan hits you.
> You die.
> Illegal object choice (inven)!


  [Character Equipment]

a) The Lance of Eorlingas (3d8) (+13,+21) (+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 4 blows per round.  Each
     blow will do an average damage of 38 against evil creatures, 51.5
     against orcs, 51.5 against trolls, and 24.5 against normal
     creatures.
b) The Short Bow of Amras (x2) (+12,+15) (+1 speed)
     +1 intelligence, wisdom, dexterity, speed, shooting speed, 
     shooting power.
     Provides resistance to lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Slows your metabolism.
c) a Jade Ring of Constitution (+4)
     +4 constitution.
     Sustains constitution.
d) a Malachite Ring of Resist Poison
     Provides resistance to poison.
e) a Coral Amulet of Regeneration
     Speeds regeneration.
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 Full Plate Armour of Isildur [26,+25] (+1)
     +1 constitution.
     Provides resistance to acid, lightning, fire, cold, confusion, 
     sound, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
h) a Cloak of Protection [1,+15]
     Provides resistance to shards.
     Cannot be harmed by acid, electricity, fire, cold.
i) a Small Metal Shield of Preservation [4,+15]
     Provides resistance to light, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, dexterity, constitution.
     Stops experience drain.
j) The Golden Crown of Gondor [0,+15] (+3)
     +3 strength, wisdom, constitution, speed.
     Provides resistance to fire, cold, light, blindness, confusion, 
     sound, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Speeds regeneration.
     Grants the ability to see invisible things.
     When activated, it heals 500 hit points.
     It takes 250 turns to recharge after use.
     Radius 1 light.
k) a Set of Leather Gloves of Thievery (+3,+2) [1,+8] (+3)
     +3 dexterity, searching.
     Feather Falling.
     Prevents paralysis.
l) a Pair of Steel Shod Boots of Speed [6,+4] (+10)
     +10 speed.


  [Character Inventory]

a) 3 Books of Magic Spells [Magic for Beginners]
b) 6 Books of Magic Spells [Conjurings and Tricks]
c) 4 Books of Magic Spells [Incantations and Illusions]
d) 3 Books of Magic Spells [Sorcery and Evocations]
e) 2 Books of Magic Spells [Resistances of Scarabtarices]
     Cannot be harmed by acid, electricity, fire, cold.
f) 2 Books of Magic Spells [Raal's Tome of Destruction]
     Cannot be harmed by acid, electricity, fire, cold.
g) 18 Misty Potions of Cure Critical Wounds
h) 2 Copper Speckled Potions of Healing
i) 3 Metallic Purple Potions of Restore Mana
j) 10 Scrolls titled "vo prato no" of Teleportation
k) 3 Scrolls titled "ex per vulo" of Word of Recall
l) 4 Cast Iron Rods of Detection (1 charging) {@z1!d}
     Cannot be harmed by electricity.
m) a Tin Rod of Drain Life
n) 4 Tungsten Rods of Teleport Other
o) a Lead Rod of Identify {@z2!d}
     Cannot be harmed by electricity.
p) 2 Cottonwood Staffs of *Destruction* (7 charges)
q) 3 Locust Staffs of Speed (1 charge)
r) a Jade Ring of Constitution (+3)
     +3 constitution.
     Sustains constitution.
s) 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.
t) The Beaked Axe of Theoden (2d6) (+8,+10) (+3)
     +3 wisdom, constitution.
     Cannot be harmed by acid, electricity, fire, cold.
     Slows your metabolism.
     Grants telepathy.
     When activated, it drains up to 120 hit points of life from a targ
     et creature.
     It takes 40 turns to recharge after use.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 30 against dragons, and 16
     against normal creatures.
u) 8 Arrows (1d4) (+8,+6)
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 28.5 against
     normal creatures.
     35% chance of breaking upon contact.


  [Home Inventory]

a) 16 Books of Magic Spells [Conjurings and Tricks]
b) 6 Books of Magic Spells [Incantations and Illusions]
c) 2 Books of Magic Spells [Sorcery and Evocations]
d) 10 Books of Magic Spells [Resistances of Scarabtarices]
     Cannot be harmed by acid, electricity, fire, cold.
     
e) 4 Books of Magic Spells [Raal's Tome of Destruction]
     Cannot be harmed by acid, electricity, fire, cold.
     
f) a Green Speckled Potion 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.
g) a Scroll titled "unterto cultus" of *Remove Curse*
     When read, it removes all curses from all equipped items.
h) a Lapis Lazuli Ring of Speed (+4)
     +4 speed.
     
i) The Chain Mail of Arvedui (-2) [14,+14] (+2)
     +2 strength, charisma.
     Provides resistance to acid, lightning, fire, cold, shards, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     
j) The Soft Leather Armour 'Hithlomir' [4,+20] (+4)
     +4 stealth.
     Provides resistance to acid, lightning, fire, cold, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     
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 Hard Leather Cap of Telepathy [2,+9]
     Grants telepathy.
     
m) 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.
n) a Set of Gauntlets of Agility [3,+10] (+5)
     +5 dexterity.
     
o) a Set of Mithril Gauntlets of Power (+3,+3) [5,+8] (+2)
     +2 strength.
     Cannot be harmed by acid.
     
p) The Pair of Leather Boots 'Dal-i-thalion' [2,+15] (+5)
     +5 dexterity.
     Provides resistance to confusion, nether, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains constitution.
     Prevents paralysis.
     
     When activated, it cures you of fear and poison.
     It takes 5 turns to recharge after use.
q) The Dagger of Rilia (2d4) (+6,+8)
     Provides resistance to poison, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it fires a stinking cloud with damage 12.
     It takes 4 turns to recharge after use.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 24 against orcs, 24 against
     poison-vulnerable creatures, and 14 against normal creatures.
r) The Broad Sword 'Arunruth' (3d5) (+20,+12) (+4)
     +4 dexterity.
     Provides resistance to cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Slows your metabolism.
     Feather Falling.
     Prevents paralysis.
     
     When activated, it creates a frost bolt with damage 12d8.
     It takes 50 turns to recharge after use.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 36 against orcs, 36 against
     demons, and 18 against normal creatures.
s) The Beaked Axe of Hurin (3d6) (+12,+15) (+2)
     +2 strength, constitution.
     Provides resistance to acid, fire, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it puts you in a berserker rage for d50+50 turns.
     It takes 80 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 42.5 against trolls, 42.5
     against dragons, 42.5 against acid-vulnerable creatures, 63.5
     against demons, and 21.5 against normal creatures.
t) 20 Arrows of Acid (1d4) (+6,+13)
     Cannot be harmed by acid.
     
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 106.5 against
     acid-vulnerable creatures, and 35.5 against normal creatures.
     35% chance of breaking upon contact.
u) 16 Arrows of Slay Animal (1d4) (+8,+11)
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 67 against
     animals, and 33.5 against normal creatures.
     35% chance of breaking upon contact.
v) 33 Arrows of Slay Evil (1d4) (+9,+9)
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 63 against
     evil creatures, and 31.5 against normal creatures.
     35% chance of breaking upon contact.
w) 41 Seeker Arrows (4d4) (+3,+5)
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 50 against
     normal creatures.
     35% chance of breaking upon contact.
x) 36 Mithril Arrows of Acid (3d4) (+9,+8)
     Cannot be harmed by acid, fire.
     
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 136.5 against
     acid-vulnerable creatures, and 45.5 against normal creatures.
     35% chance of breaking upon contact.


  [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 21.10.2008 21:28
Last updated on 3.11.2008 19:01

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3746. on the Angband Ladder (of 6502)
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Comments

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On 21.10.2008 21:28 rdermyer wrote:
Playing dev version. I think I'm doing pretty well. I'm not sure exactly what to do now, though. Do I just hang out around 2000' and try for stat potions and artifacts?

On 21.10.2008 22:26 PowerDiver wrote:
The avg damage info is obviously incorrect, so be sure to do your own calculations. Your only major hole is rBlind/rDark, but your hp are a little low. If you can find a con ring, I think you would be ready to dive all the way to 3000' where you could use your acid arrows to hunt Wyrms, or maybe Saruman, but I'm not sure about him. Saruman's drop at 3000' is probably better than a whole vault at 2000', and that might hold true for a Wyrm as well.

On 22.10.2008 00:08 rdermyer wrote:
Golden Crown of Gondor: covers my blindness, more speed, more hp, lose telepathy. I think I'm going to use it, but I'll have to remember to detect more. I liked being able to know almost exactly what was going on, though.

On 22.10.2008 00:12 rdermyer wrote:
If I find a Ring of Constitution, do I drop the Ring of Slaying? I don't want to lose my poison resist.

On 22.10.2008 00:26 PowerDiver wrote:
Yes, that ring of slaying is pretty insignificant.

On 23.10.2008 00:01 rdermyer wrote:
Okay, I found my Ring of Constitution, but I also found a Ring of Speed (+4). Do I go with the speed since it will put me above 10, or do I go with the constitution since I lack telepathy now and unseen breathers would be nasty (I am detecting often, though, so that hopefully won't be too big of a problem).

On 23.10.2008 00:38 PowerDiver wrote:
Getting enough hitpoints to survive any breath is your first priority, but I think you are safe without the con ring given your resistances. Double-check Hugo's spoilers, which hopefully are still correct for 3.1. Given that, +10 speed to avoid being double-moved is more important than a few more hitpoints.

On 24.10.2008 05:27 rdermyer wrote:
Okay, so I lost the nether resist, but I picked up a bit of speed by doing so. I have to use some heavier armor (encumbered). I could use the Dagger of Rilia to pick up disenchant and free up a ring slot, but I'd lose a lot of damage. I'd like to find a better shield.
What should I do equipment-wise? Is this the best configuration?

On 24.10.2008 07:32 Pete Mack wrote:
rilia makes a great swap weapon since it doesn't weigh anything. But what you really need is MB7 and the branding spell, along with a good speed ring. Get down to dl75 ASAP. And you can sell MB6; it has only one useful spell for a ranger, and a rod of Acid Balls is better. (It's potentially useful for IDing big stacks of junk.)

On 3.11.2008 19:04 rdermyer wrote:
Alas... I think this one was a combination of me not knowing what a Greater Titan was, the last couple of hits by one not doing too much, this guy hitting me for a bit more than I expected, and the potion doing less than I thought it would.
Got cocky and died. I think that's more or less how I can describe it.

On 3.11.2008 20:17 PowerDiver wrote:
"I didn't know he could do that" is going to kill several of your chars. That's why I recommend diving quickly and experiencing such deaths as fast as you can to get them out of the way.

You were not carrying many arrows. If you prefer melee to shooting, next game you might prefer to try a rogue.


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