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
Last updated on 13.4.2009 16:30

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13089. on the Ladder (of 19090)
5074. on the Angband Ladder (of 6561)
Third best for this player (

Comments

Jump to latest

On 21.2.2009 20:53 xgamer wrote:
Giving the ranger a try...

On 22.2.2009 18:23 Pete Mack wrote:
This character is plenty strong for stat gain. And he needs it ASAP, with such bad CON.

On 22.2.2009 22:15 xgamer wrote:
Not too much luck with the stat potions yet.

On 23.2.2009 02:09 Pete Mack wrote:
Stat potions show up at 1500'. Any time spent dungeon-crawling before then is kind of wasted.

On 13.4.2009 04:13 xgamer wrote:
Farming for stat potions...

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