The Angband Ladder: Shooter, High-Elf Ranger by Zane314

  [Angband 3.1.1 dev (r1278) Character Dump]

 Name   Shooter                                  Self  RB  CB  EB   Best
 Sex    Male         Age            128   STR:     18  +1  +2  +7 18/100
 Race   High-Elf     Height          89   INT:  18/20  +3  +2  +0  18/70
 Class  Ranger       Weight         212   WIS:     14  -1  +0  +0     13
 Title  Explorer     Social     Unknown   DEX:     13  +3  +1  +5  18/40
 HP     456/456      Maximize         Y   CON:  18/30  +1  +1  +7 18/120
 SP     57/57                             Chr:     14  +5  +1  +0  18/20     16


 Level               32   Armor    [25,+79]     Saving Throw         81%
 Cur Exp         448194   Fight    (+11,+9)     Stealth           Superb
 Max Exp         483934   Melee   (+18,+17)     Fighting          Superb
 Adv Exp         460000   Shoot   (+17,+11)     Shooting       Legendary
 MaxDepth   3100' (L62)   Blows      5/turn     Disarming            66%
 Turns           410322   Shots      2/turn     Magic Device      Heroic
 Gold            232374   Infra       40 ft     Perception       1 in 20
 Burden       132.9 lbs   Speed          13     Searching            27%

 You are the only child of a Telerin Ranger.  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 Short Sword 'Sting' (1d6) (+7,+8) (+2)
     +2 strength, dexterity, constitution, speed, attack speed.
     Provides resistance to fear, light.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     Grants the ability to see invisible things.
     Radius 1 light.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 24.8 against animals, 24.8
     against evil creatures, 28.5 against orcs, 28.5 against undead, 
     and 21.1 against normal creatures.
     
     With this item, you can expect to clear rubble in 3.5 turns, magma
     veins in 8.5 turns, quartz veins in 22 turns, and granite in 94 
     turns.
b) a Long Bow of Extra Might (x3) (+6,+11) (+1)
     +1 shooting power.
c) a Fluorite Ring of Resist Poison
     Provides resistance to poison.
d) a Tiger Eye Ring of Constitution (+5)
     +5 constitution.
     Sustains constitution.
e) an Amber Amulet of Regeneration
     Speeds regeneration.
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 25 to 46 turns to recharge after use at your current
     speed.
     Radius 3 light.
g) 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.
h) a Fur Cloak of Protection [3,+9]
     Provides resistance to shards.
     Cannot be harmed by acid, electricity, fire, cold.
i) a Small Metal Shield of Elvenkind [4,+9] (+2 stealth)
     +2 stealth.
     Provides resistance to acid, lightning, fire, cold, blindness.
     Cannot be harmed by acid, electricity, fire, cold.
j) a Golden Crown of Serenity [0,+14]
     Provides resistance to fear, confusion, sound.
     Cannot be harmed by acid.
k) a Set of Mithril Gauntlets of Power (+4,+3) [5,+9] (+5)
     +5 strength.
     Cannot be harmed by acid.
l) a Pair of Iron Shod Boots of Speed [3,+11] (+8)
     +8 speed.


  [Character Inventory]

a) a Book of Magic Spells [Magic for Beginners]
b) 2 Books of Magic Spells [Conjurings and Tricks]
c) a Book of Magic Spells [Incantations and Illusions]
d) 2 Books of Magic Spells [Resistances of Scarabtarices]
     Cannot be harmed by acid, electricity, fire, cold.
e) a Book of Magic Spells [Mordenkainen's Escapes]
     Cannot be harmed by acid, electricity, fire, cold.
f) 11 Crimson Potions of Cure Critical Wounds
g) 6 Scrolls titled "tro do qui" of Phase Door
h) a Scroll titled "tatium cor" of Teleportation
i) 2 Scrolls titled "phariut acausy" of Recharging
j) a Scroll titled "tatine" of *Destruction*
k) a Tungsten Rod of Treasure Location
l) an Ivory Rod of Teleport Other
m) 4 Rusty Rods of Light {!!}
n) a Zinc-Plated Rod of Recall
     Cannot be harmed by electricity.
o) a Mahogany Staff of Teleportation (7 charges)
p) a Hawthorn Staff of Speed (3 charges)
q) a Redwood Staff of Identify (3 charges)
r) 95 Arrows (1d4) (+0,+0) {=g}
     Fired from your current missile launcher, this arrow will hit targets
     up to 140 feet away, inflicting an average damage of 55 against
     normal creatures.
     35% chance of breaking upon contact.
s) 99 Arrows (1d4) (+0,+0) {=g}
     Fired from your current missile launcher, this arrow will hit targets
     up to 140 feet away, inflicting an average damage of 55 against
     normal creatures.
     35% chance of breaking upon contact.


  [Home Inventory]

a) a Book of Magic Spells [Sorcery and Evocations]
b) a Book of Magic Spells [Raal's Tome of Destruction]
     Cannot be harmed by acid, electricity, fire, cold.
     
c) 3 Misty Potions 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.
d) 2 Metallic Purple Potions of Restore Mana
     When ingested, it restores your mana points to maximum.
e) 2 Scrolls titled "macuraho" of Teleport Level
     When read, it teleports you one level up or down.
f) a Silver Ring of Intelligence (+3)
     +3 intelligence.
     Sustains intelligence.
     
g) a Bloodstone Ring of Acid [+14]
     It is branded with acid.
     Provides resistance to acid.
     Cannot be harmed by acid.
     
     When activated, it grants acid resistance for d20+20 turns and cre
     ates an acid ball of damage 70.
     It takes 117 to 230 turns to recharge after use at your current
     speed.
h) an Obsidian Ring of Ice [+15]
     It is branded with frost.
     Provides resistance to cold.
     Cannot be harmed by cold.
     
     When activated, it grants cold resistance for d20+20 turns and cre
     ates a cold ball of damage 75.
     It takes 117 to 230 turns to recharge after use at your current
     speed.
i) an Azurite Ring of Lightning [+18]
     It is branded with lightning.
     Provides resistance to lightning.
     Cannot be harmed by electricity.
     
     When activated, it grants electricity resistance for d20+20 turns 
     and creates a lightning ball of damage 85.
     It takes 117 to 230 turns to recharge after use at your current
     speed.
j) a Zircon Ring of Damage (+0,+10)
k) The Chain Mail of Arvedui (-2) [14,+15] (+2)
     +2 strength, charisma.
     Provides resistance to acid, lightning, fire, cold, shards, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     
l) Hard Leather Armour of Elvenkind (-1) [8,+8] (+1 stealth)
     +1 stealth.
     Provides resistance to acid, lightning, fire, cold, nether.
     Cannot be harmed by acid, electricity, fire, cold.
     
m) a Large Metal Shield of Preservation [8,+28]
     Provides resistance to light, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, dexterity, constitution.
     Stops experience drain.
     
n) a Jewel Encrusted Crown of Night and Day [0,+9]
     Provides resistance to light, dark, blindness.
     Cannot be harmed by acid.
     Grants the ability to see invisible things.
     
     Radius 1 light.
o) 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 4 turns to recharge after use at your current speed.
     Radius 1 light.
p) The Katana 'Aglarang' (8d4) (+4,+9) (+5)
     +5 dexterity, speed.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains dexterity.
     
     With this weapon, you would currently get 4 blows per round.  Each
     blow will do an average damage of 38.2 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.
q) a Lead-Filled Mace (Defender) (4d3) (+13,+10) [+3] (+2 stealth)
     +2 stealth.
     Provides resistance to acid, lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains constitution.
     Feather Falling.
     Speeds regeneration.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
     With this weapon, you would currently get 2 blows per round.  Each
     blow will do an average damage of 27.8 against normal creatures.
     
     With this item, you can expect to clear rubble in 3.4 turns, magma
     veins in 8.3 turns, quartz veins in 21 turns, and granite in 89 
     turns.
r) a Long Bow of Accuracy (x3) (+25,+13)
s) The Heavy Crossbow of Umbar (x4) (+18,+18) (+2)
     +2 strength, constitution, shooting power.
     Provides resistance to lightning, light, dark, blindness.
     Cannot be harmed by acid, electricity, fire, cold.
     Aggravates creatures nearby.
     
     When activated, it fires a magical arrow with damage 150.
     It takes 48 to 92 turns to recharge after use at your current
     speed.


  [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        : no  (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 27.2.2009 12:50
Last updated on 27.2.2009 19:20

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10760. on the Ladder (of 19090)
4388. on the Angband Ladder (of 6561)
Third best for this player (

Comments

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On 27.2.2009 12:50 Zane314 wrote:
Revision 1278, my first decent try on 3.1.

Really feeling the lack of stat potions- I recently found my very first !Strength.

Inspired by PowerDiver, I've taken to diving through the opening- first trips generally take me to 600' and second trips take me to 1200'. This guy didn't get any artifacts until 1900', but with boots of speed +8 (and these upgraded my boots of speed +4), I wasn't complaining _too_ loudly.

I dove down to 3400', but got a bit nervous seeing all the Great Wyrms without more Con/Exp/Str (in roughly that priority).

Recently I've taken to WoRing down to 3100' and looking for orc/troll pits to kill- the trolls still give me nice exp, and every once in a while I get a decent drop.

On 27.2.2009 12:56 Zane314 wrote:
Huh. I really need to figure out how to chardump the right way. This character isn't dead, I just couldn't be bothered to figure out the right way to chardump so I copied the savefile to dump him that way. I don't savescum for anything other than dumping.

On 27.2.2009 13:38 Daniel Fishman wrote:
C (character screen) then f (to file) to get a character dump in-game. (At least, that's what it is in every other variant - V3.1 is misbehaving atm for me so can't confirm 100%).

On 27.2.2009 19:20 Zane314 wrote:
On suggestion from a friend, dumped the character the right way, and with an alternate equipment set.

Swapped out Aglarang, Ring of Lit, Cammithrim, and Elvenkind armor for String, Ring of Con+5, Gloves of Power (Str+5), and Thalkettoth. Gives me an additional 120 hp at the cost of ~70 dam/round (212 with Aglarang compared to 143 with Sting, although Sting does better against resistant critters) and 20 max mp.

Still, hp's worth a lot at this point.

On 28.5.2014 00:59 Zane314 wrote:
I don't know what ended up happening to this guy, dump is lost to time. I think my computer died or something? Ah, well.

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