The Angband Ladder: Danger2, High-Elf Ranger by Donald Jonker

  [Angband 3.1.1 dev (r1267) Character Dump]

 Name   Danger2                                  Self  RB  CB  EB   Best
 Sex    Male         Age            106   STR:     18  +1  +2  +3  18/60
 Race   High-Elf     Height         101   INT:     10  +3  +2  +0     15
 Class  Ranger       Weight         176   WIS:     11  -1  +0  +2     12
 Title  Guide        Social  Well-liked   DEX:     18  +3  +1  +0  18/40
 HP     -8/293       Maximize         Y   CON:     17  +1  +1  +0  18/10
 SP     22/22                             CHR:     10  +5  +1  +0     16


 Level               27   Armor    [36,+48]     Saving Throw         76%
 Cur Exp          63873   Fight     (+1,+3)     Stealth        Excellent
 Max Exp          64405   Melee   (+10,+11)     Fighting          Superb
 Adv Exp          80500   Shoot    (+11,+9)     Shooting       Legendary
 MaxDepth   2700' (L54)   Blows      3/turn     Disarming            57%
 Turns           526502   Shots      2/turn     Magic Device      Superb
 Gold             18379   Infra       40 ft     Perception       1 in 20
 Burden       216.1 lbs   Speed          -2     Searching            27%

 You are one of several children of a Telerin Archer.  You have light
 blue eyes, straight brown 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:.............


  [Last Messages]

> In your pack: a Ring of Light (+2 searching) (q).
> You have 7 Scrolls of Identify {@r1} (i).
> The Ancient green dragon casts a fearful illusion.
> You refuse to be frightened.
> The Ancient green dragon claws you.
> The Ancient green dragon misses you.
> The Ancient green dragon breathes gas.
> Low hitpoint warning!
> *** LOW HITPOINT WARNING! ***
> You are poisoned!
> *** LOW HITPOINT WARNING! ***
> The Ancient green dragon claws you.
> *** LOW HITPOINT WARNING! ***
> The Ancient green dragon claws you.
> You die.

Killed by an Ancient green dragon.

  [Character Equipment]

a) a Spear (Holy Avenger) (1d6) (+9,+8) [+4] (+1) {@w0}
     +1 wisdom.
     Provides resistance to fear.
     Sustains charisma.
     Blessed by the gods.
     Grants the ability to see invisible things.
     With this weapon, you would currently get 3 blows per round.  Each
     blow will do an average damage of 18.5 against evil creatures, 
     22.1 against demons, 22.1 against undead, and 14.9 against normal
     creatures.
     
     With this item, you can expect to clear rubble in 5.7 turns, magma
     veins in 16 turns, quartz veins in 53 turns, and not affect 
     granite.
b) a Long Bow (x3) (+10,+9)
c) a Ring of Strength (+3)
     +3 strength.
     Sustains strength.
d) a Ring of Resist Cold
     Provides resistance to cold.
     Cannot be harmed by cold.
e) an Amulet of Resist Acid
     Provides resistance to acid.
     Cannot be harmed by acid.
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.
     It takes 40 to 80 turns to recharge after use at your current
     speed.
     Radius 3 light.
g) Metal Lamellar Armour of Resist Lightning (-3) [24,+8]
     Provides resistance to lightning.
     Cannot be harmed by electricity.
h) The Cloak of Thorongil [1,+10]
     Provides resistance to acid, fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     Grants the ability to see invisible things.
i) a Leather Shield of Resist Fire [6,+5]
     Provides resistance to fire.
     Cannot be harmed by fire.
j) a Metal Cap of Wisdom [3,+4] (+1)
     +1 wisdom.
     Sustains wisdom.
k) a Set of Leather Gloves of Free Action [1,+8]
     Prevents paralysis.
l) a Pair of Leather Sandals of Stability [1,+7]
     Provides resistance to nexus.
     Feather Falling.


  [Character Inventory]

a) a Book of Magic Spells [Magic for Beginners] {@m1@b1@G1}
b) 2 Books of Magic Spells [Conjurings and Tricks] {@m2@b2@G2}
c) a Book of Magic Spells [Incantations and Illusions] {@m3@b3@G3}
d) a Holy Book of Prayers [Purifications and Healing]
     Cannot be harmed by acid, electricity, fire, cold.
e) 11 Potions of Cure Critical Wounds
f) 13 Scrolls of Phase Door {@r5}
g) a Scroll of Teleportation {!*}
h) 16 Scrolls of Treasure Detection {@r3}
i) 7 Scrolls of Identify {@r1}
j) 3 Scrolls of Word of Recall {!*!*}
k) 2 Scrolls of Recharging
l) a Rod of Lightning Bolts
m) 2 Wands of Acid Balls (9 charges)
     Cannot be harmed by acid.
n) 2 Wands of Teleport Other (1 charge)
o) a Staff of Mapping (0 charges) {@u3}
p) 2 Staves of Teleportation (5 charges) {!*}
q) a Ring of Light (+2 searching)
     +10%  to searching.
     Provides resistance to light.
     Radius 1 light.
r) a Large Metal Shield of Resist Cold [8,+10]
     Provides resistance to cold.
     Cannot be harmed by cold.
s) a Short Sword of Slay Animal (1d7) (+8,+15)
     With this weapon, you would currently get 2 blows per round.  Each
     blow will do an average damage of 27 against animals, and 22.8
     against normal creatures.
     
     With this item, you can expect to clear rubble in 5.2 turns, magma
     veins in 14 turns, quartz veins in 44 turns, and not affect 
     granite.
t) a Scimitar of *Slay Evil* (4d2) (+5,+5) (+2) {@w0}
     +2 wisdom.
     Blessed by the gods.
     Grants telepathy.
     With this weapon, you would currently get 2 blows per round.  Each
     blow will do an average damage of 21.1 against evil creatures, and 
     14.7 against normal creatures.
     
     With this item, you can expect to clear rubble in 4.4 turns, magma
     veins in 11 turns, quartz veins in 32 turns, and granite in 320 
     turns.
u) a Broad Axe of *Slay Demon* (2d6) (+14,+12) (+1)
     +1 intelligence.
     Provides resistance to fire.
     With this weapon, you would currently get 2 blows per round.  Each
     blow will do an average damage of 53.4 against demons, and 23.4
     against normal creatures.
     
     With this item, you can expect to clear rubble in 4.3 turns, magma
     veins in 11 turns, quartz veins in 31 turns, and granite in 267 
     turns.
v) The Lochaber Axe 'Mundwine' (3d8) (+12,+17)
     Provides resistance to acid, lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     With this weapon, you would currently get 1 blow per round,
     averaging a damage of 51.6 against animals, 51.6 against evil
     creatures, 66.4 against demons, and 36.7 against normal creatures.
     
     With this item, you can expect to clear rubble in 3.6 turns, magma
     veins in 8.8 turns, quartz veins in 23 turns, and granite in 107 
     turns.
w) 84 Arrows (1d4) (+0,+0) {@f0}
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 34.8 against
     normal creatures.
     35% chance of breaking upon contact.


  [Home Inventory]

a) 2 Books of Magic Spells [Sorcery and Evocations] {@m4@b4@G4}
b) a 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.
c) a Scroll of Teleportation {!*}
     When read, it teleports you randomly up to 100 squares away.
d) 11 Scrolls of Treasure Detection {@r3}
     When read, it detects gold and objects nearby.
e) a Scroll of *Remove Curse*
     When read, it removes all curses from all equipped items.
f) a Scroll of Banishment
     When read, it removes all non-unique monsters represented by a cho
     sen symbol from the level, dealing you damage in the process.
g) 2 Scrolls of *Destruction*
     When read, it destroys an area around you in the shape of a circle 
     radius 15, and blinds you for 1d10+10 turns.
h) a Rod of Disarming
     When aimed, it destroys traps, unlocks doors and reveals all secre
     t doors in a given direction.
     It takes 24 turns to recharge after use at your current speed.
i) a Rod of Recall (charging) {!!}
     Cannot be harmed by electricity.
     
     When used, it returns you from the dungeon or takes you to the dun
     geon after a short delay.
     It takes 48 turns to recharge after use at your current speed.
j) a Staff of Mapping (3 charges) {@u3}
     
     When used, it maps the area around you.
k) a Staff of Teleportation (3 charges) {!*}
     
     When used, it teleports you randomly up to 100 squares away.
l) a Ring of the Mouse (+0,-3) (+1)
     +1 dexterity.
     
m) an Amulet of Wisdom (+2)
     +2 wisdom.
     Sustains wisdom.
     
n) an Amulet of Resist Lightning
     Provides resistance to lightning.
     Cannot be harmed by electricity.
     
o) a Cloak of Protection [1,+20]
     Provides resistance to shards.
     Cannot be harmed by acid, electricity, fire, cold.
     
p) a Small Metal Shield of Resist Cold [4,+4]
     Provides resistance to cold.
     Cannot be harmed by cold.
     
q) a Small Metal Shield of Resist Lightning [4,+4]
     Provides resistance to lightning.
     Cannot be harmed by electricity.
     
r) a Set of Gauntlets of Power (+2,+4) [3,+9] (+3)
     +3 strength.
     
s) a Pair of Ethereal Slippers of Free Action [0,+7]
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     
t) a Rapier (1d6) (+2,+5)
     With this weapon, you would currently get 3 blows per round.  Each
     blow will do an average damage of 11.7 against normal creatures.
     
     With this item, you can expect to clear rubble in 5.8 turns, magma
     veins in 17 turns, quartz veins in 57 turns, and not affect 
     granite.
u) 19 Arrows of Wounding (1d4) (+10,+8)
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 59.6 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 26.2.2009 22:54

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13697. on the Ladder (of 19090)
5233. on the Angband Ladder (of 6561)
15. for this player (

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On 26.2.2009 22:59 Donald Jonker wrote:
Got distracted from the FA comp by the new sound pack. Such greatness.

My second decent ranger - was trying to sneak around the Ancient Green; I don't think I'd ever been killed by one before. Learned my lesson... I survived the breath but he closed for some followup melee in the same turn. Now looking at the dump, it seems I was at speed -2, which clearly wasn't helping things.

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