The Angband Ladder: Esgil, High-Elf Ranger by xgamer
[Angband 3.1.0 beta Character Dump] Sex Male Age 120 STR: 17 +1 +2 +0 18/20 Race High-Elf Height 97 INT: 18/01 +3 +2 +0 18/51 Class Ranger Weight 182 WIS: 12 -1 +0 +1 12 Title Guide Social Well-liked DEX: 17 +3 +1 +0 18/30 HP 281/281 Maximize Y CON: 12 +1 +1 +5 18/10 SP 53/53 CHR: 13 +5 +1 +0 18/10 Level 28 Armor [23,+64] Saving Throw 77% Cur Exp 100465 Fight (+13,+3) Stealth Excellent Max Exp 100465 Melee (+16,+10) Fighting Superb Adv Exp 115000 Shoot (+22,+12) Shooting Legendary MaxDepth 1800' (L36) Blows 4/turn Disarming 60% Turns 547904 Shots 3/turn Magic Device Heroic Gold 167687 Infra 40 ft Perception 1 in 20 Burden 112.2 lbs Speed Normal Searching 27% You are the only child of a Telerin Ranger. You have light blue eyes, wavy 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 Short Sword 'Dagmor' (1d7) (+3,+7) (+2) +2 attack speed. Cannot be harmed by acid, electricity, fire, cold. Slows your metabolism. Speeds regeneration. With this weapon, you would currently get 4 blows per round. Each blow will do an average damage of 18 against animals, 22 against poison-vulnerable creatures, and 14 against normal creatures. b) a Long Bow of Extra Shots (x3) (+9,+12) (+1) +1 shooting speed. c) a Bronze Ring of Constitution (+5) +5 constitution. Sustains constitution. d) a Mithril Ring of Accuracy (+10) e) a Carved Oak Amulet of Wisdom (+1) +1 wisdom. Sustains wisdom. f) The Phial of Galadriel Cannot be harmed by acid, electricity, fire, cold. When activated, it lights up the surrounding area, hurting light-s ensitive creatures. It takes 10 turns to recharge after use. Radius 3 light. g) Leather Scale Mail of Resist Cold (-1) [10,+11] Provides resistance to cold. Cannot be harmed by cold. h) a Fur Cloak of Protection [3,+15] Provides resistance to shards. Cannot be harmed by acid, electricity, fire, cold. i) The Leather Shield of Celegorm [4,+20] Provides resistance to acid, lightning, fire, cold, light, dark. Cannot be harmed by acid, electricity, fire, cold. j) a Metal Cap of Light [3,+7] Provides resistance to light. Radius 1 light. k) (nothing) l) a Pair of Iron Shod Boots of Free Action [3,+9] Prevents paralysis. [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) 20 Light Green Potions of Cure Critical Wounds {!q} e) 4 Viscous Pink Potions of Heroism {!q} f) 4 Scrolls titled "inqui autim" of Word of Recall {!r} g) a Molybdenum Rod of Fire Balls h) a Runed Staff of Teleportation (5 charges) {!u} i) a Hawthorn Staff of Identify (10 charges) j) 99 Arrows (1d4) (+0,+0) Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 43.5 against normal creatures. 35% chance of breaking upon contact. k) 83 Arrows (1d4) (+0,+0) Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 43.5 against normal creatures. 35% chance of breaking upon contact. [Home Inventory] a) 4 Books of Magic Spells [Magic for Beginners] b) 4 Books of Magic Spells [Conjurings and Tricks] c) 4 Books of Magic Spells [Incantations and Illusions] d) a Book of Magic Spells [Sorcery and Evocations] e) 6 Light Green Potions of Cure Critical Wounds {!q} When ingested, it heals you a large amount (1/4 of your wounds, mi nimum 30HP), heals cut damage, and cures stunning, poisoning, blin dness, and confusion. Provides nourishment for about 75 turns under normal conditions. f) a Metallic Purple Potion of Healing When ingested, it heals you a really large amount (35% of max HP, minimum 300HP), heals cut damage, and cures stunning, poisoning, b lindness, and confusion. Provides nourishment for about 100 turns under normal conditions. g) 2 Red Potions of Restore Mana When ingested, it restores your mana points to maximum. h) 2 Magenta Potions of Restore Strength When ingested, it restores your strength. i) a Dark Blue Potion of Restore Intelligence When ingested, it restores your intelligence. j) a Bubbling Potion of Restore Wisdom When ingested, it restores your wisdom. k) a Smoky Potion of Restore Dexterity When ingested, it restores your dexterity. l) 9 Viscous Pink Potions of Heroism {!q} When ingested, it restores 10 hit points, removes fear and grants you resistance to fear and +12 to-hit for 1d25+25 turns. m) 2 Scrolls titled "frue procus" of Recharging When read, it tries to recharge a wand or staff, destroying the wa nd or staff on failure. n) a Titanium Rod of Acid Bolts When aimed, it creates an acid bolt with damage 12d8. It takes 12 turns to recharge after use. o) a Gold Rod of Curing Cannot be harmed by electricity. When used, it heals cut damage, and cures all stunning, poison, bl indness and confusion. It takes 100 turns to recharge after use. p) a Quartzite Ring of Intelligence (+3) +3 intelligence. Sustains intelligence. q) a Bronze Ring of Constitution (+3) +3 constitution. Sustains constitution. r) a Topaz Ring of Resist Poison Provides resistance to poison. s) a Ruby Ring of Escaping (+4 speed) +4 speed. Makes you unable to hit foes. t) a Pearl Ring of Free Action Prevents paralysis. u) a Flint Stone Amulet of Charisma (+3) +3 charisma. Sustains charisma. v) a Small Metal Shield of Elvenkind [4,+15] (+3 stealth) +3 stealth. Provides resistance to acid, lightning, fire, cold, chaos. Cannot be harmed by acid, electricity, fire, cold. w) 32 Arrows of Lightning (1d4) (+4,+9) Cannot be harmed by electricity. Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 211.5 against electricity-vulnerable creatures, and 70.5 against normal creatures. 35% chance of breaking upon contact. x) 24 Arrows of Flame (1d4) (+8,+6) Cannot be harmed by fire. Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 184.5 against fire-vulnerable creatures, and 61.5 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) 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 : 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 21.2.2009 20:53
13089. on the Ladder (of 19090)
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