The Angband Ladder: Nedhel, High-Elf Ranger by Quendus
[Angband 3.1.1 dev Character Dump] Name Nedhel Self RB CB EB Best Sex Female Age 110 STR! 18/100 +1 +2 +9 18/*** Race High-Elf Height 95 INT! 18/100 +3 +2 +4 18/190 Class Ranger Weight 185 Wis! 18/100 -1 +0 +9 18/180 18/130 Title ***WINNER*** Social Lordly DEX! 18/100 +3 +1 +8 18/*** HP 794/1019 Maximize Y CON! 18/100 +1 +1 +8 18/200 SP 304/373 Chr! 18/100 +5 +1 +6 18/*** 18/170 Level 50 Armor [45,+187] Saving Throw 100% Cur Exp 40621789 Fight (+63,+53) Stealth Superb Max Exp 40621789 Melee (+85,+78) Fighting Legendary Adv Exp ******** Shoot (+76,+15) Shooting Legendary MaxDepth 5000' (L100) Blows 5/turn Disarming 97% Turns 13933754 Shots 1/turn Magic Device Legendary Gold 5762824 Infra 40 ft Perception 1 in 20 Burden 297.0 lbs Speed 35 Searching 27% You are one of several children of a Telerin Warrior. You have light grey eyes, straight black hair, and a fair complexion. Acid:......+...+.. Confu:......+..+... Elec:...*..+...... Sound:......+..+... Fire:.+*.+.+..+... Shard:.......+..... Cold:+.....+..+... Nexus:......+...... Pois:...++........ Nethr:........+.... Fear:+.+.+........ Chaos:.........+... Lite:+....+...+..+ Disen:........+.... Dark:...+.+....... S.Dig:+.++......... Blind:.........+... Feath:...+......... PLite:+........+... Aggrv:............. Regen:+.++.....+... Stea.:.......+..... Telep:..++......... Sear.:............. Invis:+.++.+...+..+ Infra:............+ FrAct:+.++......+.. Tunn.:............. HLife:...+.+..+.... Speed:+++++....+.+. ImpHP:............. Blows:............. ImpSP:............. Shots:............. Fear:............. Might:............. [Character Equipment] a) The Long Sword 'Ringil' (4d5) (+22,+25) (+10 speed) {!d!d!k!k!v!v} +10 speed. Provides resistance to cold, fear, light. Cannot be harmed by acid, electricity, fire, cold. Blessed by the gods. Slows your metabolism. Speeds regeneration. Prevents paralysis. Grants the ability to see invisible things. When activated, it creates a frost ball with damage 100. It takes 172 turns to recharge after use at your current speed. Radius 1 light. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 109.6 against evil creatures, 123.4 against trolls, 123.4 against undead, 123.4 against frost-vulnerable creatures, 151 against demons, and 95.8 against normal creatures. With this item, you can expect to clear rubble in 1.7 turns, magma veins in 3.8 turns, quartz veins in 8.6 turns, and granite in 22 turns. b) The Light Crossbow 'Cubragol' (x3) (+13,+15) (+10) +10 speed. Provides resistance to fire. Cannot be harmed by acid, electricity, fire, cold. c) The Ring of Power 'Narya' (+6,+6) (+1) {!d!k!v} +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 877 to 1720 turns to recharge after use at your current speed. d) The Ring of Power 'Vilya' (+10,+10) (+3) (charging) +3 strength, intelligence, wisdom, dexterity, constitution, charisma, speed. Provides immunity to lightning. Provides resistance to lightning, poison, dark. Cannot be harmed by acid, electricity, fire, cold. Sustains intelligence, dexterity, constitution. Slows your metabolism. Feather Falling. Speeds regeneration. Prevents paralysis. Stops experience drain. Grants telepathy. Grants the ability to see invisible things. When activated, it heals 1000 hit points. It takes 868 to 1290 turns to recharge after use at your current speed. e) The Elfstone 'Elessar' (+7,+7) [+10] (+2) (charging) +2 strength, wisdom, charisma, speed. Provides resistance to fire, poison, fear. Cannot be harmed by acid, electricity, fire, cold. When activated, it heals 500 hit points. It takes 860 turns to recharge after use at your current speed. 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, traps, doors, stairs, and all creatures nearby. It takes 133 to 258 turns to recharge after use at your current speed. 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) an Elven Cloak of Protection [6,+25] (+2 stealth) +2 stealth. Provides resistance to shards. Cannot be harmed by acid, electricity, fire, cold. i) a Large Metal Shield of Preservation [8,+14] Provides resistance to nether, 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) (charging) +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 1075 turns to recharge after use at your current speed. Radius 1 light. k) The Set of Caestus of Fingolfin (+10,+10) [5,+20] (+4) +4 dexterity. Provides resistance to acid. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. When activated, it fires a magical arrow with damage 150. It takes 133 to 258 turns to recharge after use at your current speed. l) a Pair of Ethereal Slippers of Speed [0,+13] (+10) +10 speed. Cannot be harmed by acid, electricity, fire, cold. [Character Inventory] a) 2 Books of Magic Spells [Magic for Beginners] {@m1!d!k!v} b) a Book of Magic Spells [Conjurings and Tricks] {@m2!d!k!v} c) 2 Books of Magic Spells [Incantations and Illusions] {@m3!d!k!v} d) a Book of Magic Spells [Sorcery and Evocations] {@m4!d!k!v} e) a Book of Magic Spells [Resistances of Scarabtarices] {@m5!d!k!v} Cannot be harmed by acid, electricity, fire, cold. f) a Book of Magic Spells [Raal's Tome of Destruction] {@m6!d1k!v} Cannot be harmed by acid, electricity, fire, cold. g) a Book of Magic Spells [Mordenkainen's Escapes] {@m7!d!k!v} Cannot be harmed by acid, electricity, fire, cold. h) a Book of Magic Spells [Tenser's Transformations] {@m8!d!k!v} Cannot be harmed by acid, electricity, fire, cold. i) a Book of Magic Spells [Kelek's Grimoire of Power] {@m9!d!k!v} Cannot be harmed by acid, electricity, fire, cold. j) 4 Red Speckled Potions of Healing k) 10 Silver Speckled Potions of Restore Mana l) 6 Orange Speckled Potions of Enlightenment m) 13 Scrolls titled "sus casequeo" of Teleportation n) 10 Scrolls titled "aurrum audepro" of *Destruction* o) a Rusty Rod of Restoration (charging) Cannot be harmed by electricity. p) a Pine Staff of Curing (0 charges) q) a Garnet Ring of Speed r) 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, 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 868 to 1290 turns to recharge after use at your current speed. s) The Massive Iron Crown of Morgoth [0,+0] (+125) {!d!k!v!w, cursed} Permanently cursed. +125 strength, intelligence, wisdom, dexterity, constitution, charisma, infravision. Provides resistance to acid, lightning, fire, cold, poison, fear, light, dark, confusion, nexus, nether. Cannot be harmed by acid, electricity, fire, cold. Grants telepathy. Grants the ability to see invisible things. Radius 1 light. t) The Trident of Ulmo (4d8) (+15,+19) (+4) {@w0@w1!d!k!v} +4 dexterity. Provides immunity to acid. Provides resistance to acid, nether. Cannot be harmed by acid, electricity, fire, cold. Blessed by the gods. Slows your metabolism. Speeds regeneration. Prevents paralysis. Stops experience drain. Grants the ability to see invisible things. When activated, it teleports a target monster away. It takes 215 turns to recharge after use at your current speed. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 114.8 against animals, 135 against dragons, and 94.6 against normal creatures. With this item, you can expect to clear rubble in 1.8 turns, magma veins in 4.1 turns, quartz veins in 9.1 turns, and granite in 24 turns. u) The Whip of Gothmog (6d3) (+13,+15) (-3) {!d!k!v, uncursed} -3 intelligence, wisdom, dexterity. Provides immunity to fire. Provides resistance to lightning, dark. Cannot be harmed by acid, electricity, fire, cold. Aggravates creatures nearby. When activated, it creates a fire ball with damage 144. It takes 64 turns to recharge after use at your current speed. Radius 1 light. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 97.3 against animals, 110.8 against trolls, 110.8 against giants, 110.8 against fire-vulnerable creatures, 138 against dragons, and 83.7 against normal creatures. With this item, you can expect to clear rubble in 1.8 turns, magma veins in 4.0 turns, quartz veins in 8.9 turns, and granite in 23 turns. v) The Mighty Hammer 'Grond' (9d9) (+5,+25) [+10] Cannot be harmed by acid, electricity, fire, cold. Grants telepathy. Grants the ability to see invisible things. Aggravates creatures nearby. With this weapon, you would currently get 3 blows per round. Each blow will do an average damage of 246.8 against animals, 246.8 against evil creatures, 321.9 against orcs, 321.9 against trolls, 472.2 against dragons, 472.2 against demons, 472.2 against undead, and 171.6 against normal creatures. Sometimes creates earthquakes on impact. With this item, you can expect to clear rubble in 1 turn, magma veins in 2.1 turns, quartz veins in 4.4 turns, and granite in 10 turns. w) 13 Seeker Bolts of Holy Might (4d5) (+20,+25) 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 337 against evil creatures, 505.4 against demons, 505.4 against undead, 505.4 against fire-vulnerable creatures, and 168.5 against normal creatures. 25% chance of breaking upon contact. [Home Inventory] a) a Garnet Ring of Speed (+10) +10 speed. b) 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 219 to 430 turns to recharge after use at your current speed. c) 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. d) The Palantir of Westernesse (+2) +2 intelligence, wisdom, infravision. +10% to searching. 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 219 to 430 turns to recharge after use at your current speed. Radius 3 light. e) Chaos Dragon Scale Mail (-2) [30,+15] Provides resistance to chaos, disenchantment. Cannot be harmed by acid, electricity, fire, cold. When activated, it allows you to breathe chaos or disenchantment f or 220 damage. It takes 1294 to 2580 turns to recharge after use at your current speed. f) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3) +3 intelligence, wisdom, constitution. Provides resistance to acid, poison, confusion. Cannot be harmed by acid, electricity, fire, cold. When activated, it destroys all traps and doors surrounding you. It takes 43 turns to recharge after use at your current speed. 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) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4) (charging) +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 2150 turns to recharge after use at your current speed. i) 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 434 to 860 turns to recharge after use at your current speed. j) The Cloak 'Holcolleth' [1,+12] (+2) +2 intelligence, wisdom, stealth, speed. Provides resistance to acid. Cannot be harmed by acid, electricity, fire, cold. When activated, it puts to sleep the monsters around you. It takes 236 turns to recharge after use at your current speed. k) The Small Metal Shield of Thorin [4,+25] (+4) +4 strength, constitution. Provides immunity to acid. Provides resistance to fear, sound, chaos. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. l) The Large Metal Shield of Anarion [5,+20] Provides resistance to acid, lightning, fire, cold. Cannot be harmed by acid, electricity, fire, cold. Sustains strength, intelligence, wisdom, dexterity, constitution, charisma. m) a Large Metal Shield of Preservation [8,+27] Provides resistance to confusion, disenchantment. Cannot be harmed by acid, electricity, fire, cold. Sustains strength, dexterity, constitution. Stops experience drain. n) The Mithril Shield of Gil-galad [10,+20] (+5) +5 wisdom, charisma. Provides resistance to acid, lightning, dark, disenchantment. Cannot be harmed by acid, electricity, fire, cold. Sustains wisdom, dexterity, charisma. When activated, it fires a line of light in all directions, each o ne causing 10d8 damage. It takes 430 turns to recharge after use at your current speed. Radius 1 light. o) The Jewel Encrusted Crown of Numenor [0,+18] (+3) +3 intelligence, dexterity, charisma, speed. +15% to searching. Provides resistance to cold, light, dark, blindness, sound, shards. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. Grants the ability to see invisible things. Radius 1 light. p) The Metal Cap of Celebrimbor [3,+18] (+3 searching) +3 intelligence, dexterity, charisma. +15% to searching. Provides resistance to acid, fire, shards, disenchantment. Cannot be harmed by acid, electricity, fire, cold. q) The Iron Helm of Dor-Lomin [5,+20] (+4) +4 strength, dexterity, constitution. Provides resistance to acid, lightning, fire, cold, fear. Cannot be harmed by acid, electricity, fire, cold. Grants telepathy. Grants the ability to see invisible things. Radius 1 light. r) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2) +2 strength, constitution. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. s) 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 21 turns to recharge after use at your current speed. t) The Bastard Sword of Eowyn (4d4) (+12,+16) (+4 stealth) +4 strength, charisma, stealth, speed. It is especially deadly to animals, evil creatures, giants. It is a great bane of undead. Provides resistance to cold, fear, dark, nether. 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 94.7 against animals, 94.7 against evil creatures, 106.2 against giants, 129.2 against undead, and 83.2 against normal creatures. With this item, you can expect to clear rubble in 1.7 turns, magma veins in 3.8 turns, quartz veins in 8.5 turns, and granite in 22 turns. u) The Trident of Wrath (3d8) (+16,+18) (+2) {!d!k!v} +2 strength, dexterity. It is especially deadly to evil creatures. It is a great bane of undead. It is branded with venom. 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 108.8 against evil creatures, 125.4 against poison-vulnerable creatures, 158.6 against undead, and 92.2 against normal creatures. With this item, you can expect to clear rubble in 1.5 turns, magma veins in 3.3 turns, quartz veins in 7.2 turns, and granite in 18 turns. v) The Great Axe of Eonwe (5d4) (+15,+18) [+8] (+2) (charging) {@w0!d!k!v} +2 strength, intelligence, wisdom, dexterity, constitution, charisma. It is especially deadly to evil creatures, orcs, undead. It is a great bane of demons. It is branded with frost. Provides immunity to cold. Provides resistance to cold, fear. Cannot be harmed by acid, electricity, fire, cold. Blessed by the gods. Prevents paralysis. Grants the ability to see invisible things. When activated, it removes all non-unique monsters within 20 squar es, dealing you damage in the process. It takes 4300 turns to recharge after use at your current speed. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 104.5 against evil creatures, 119.4 against orcs, 119.4 against undead, 119.4 against frost-vulnerable creatures, 149.1 against demons, and 89.6 against normal creatures. With this item, you can expect to clear rubble in 1.6 turns, magma veins in 3.5 turns, quartz veins in 7.7 turns, and granite in 19 turns. w) The Long Bow of Bard (x3) (+17,+19) (+2) {@w2!d!k!v} +2 dexterity, speed, shooting power. It is especially deadly to dragons. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. x) The Long Bow 'Belthronding' (x3) (+20,+22) (+1) {@w2!d!k!v} +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) Lose 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 : yes (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 14.1.2009 05:08
572. on the Ladder (of 19092)
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