The Angband Ladder: Saeda, High-Elf Ranger by Pete Mack
[Angband 3.1.1 dev Character Dump] Name Saeda Self RB CB EB Best Sex Male Age 115 STR: 18/40 +1 +2 +4 18/110 Race High-Elf Height 101 INT: 14 +3 +2 +3 18/40 Class Ranger Weight 169 WIS: 16 -1 +0 +3 18 Title Explorer Social Role model DEX: 16 +3 +1 +2 18/40 HP 457/457 Maximize Y CON: 18 +1 +1 +9 18/110 SP 18/61 CHR: 10 +5 +1 +3 18/10 Level 34 Armor [36,+99] Saving Throw 85% Cur Exp 716986 Fight (-3,+15) Stealth Legendary Max Exp 716986 Melee (+8,+28) Fighting Heroic Adv Exp 805000 Shoot (+12,+17) Shooting Legendary MaxDepth 4900' (L98) Blows 4/turn Disarming 65% Turns 333205 Shots 2/turn Magic Device Heroic Gold 342357 Infra 40 ft Perception 1 in 20 Burden 162.4 lbs Speed 7 Searching 27% You are the only child of a Noldorin 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 Spear 'Nimloth' (1d6) (+11,+13) (+3) +3 stealth, speed. Provides resistance to cold. 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 4 blows per round. Each blow will do an average damage of 39.2 against undead, 39.2 against creatures not resistant to cold, and 32 against normal creatures. With this item, you can expect to clear rubble in 3.3 turns, magma veins in 8.0 turns, quartz veins in 20 turns, and granite in 80 turns. b) a Long Bow of Accuracy (x3) (+15,+17) c) an Alexandrite Ring of Escaping (+4 speed) {@w1} +4 speed. Makes you unable to hit foes. d) a Ruby Ring of Constitution (+5) {4500'} +5 constitution. Sustains constitution. e) The Amulet of Carlammas (+2) +2 constitution. Provides resistance to fire. 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 382 turns to recharge after use at your current speed. 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 86 to 170 turns to recharge after use at your current speed. Radius 3 light. 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) an Elven Cloak of the Magi [6,+19] (+3) +3 intelligence, stealth. Cannot be harmed by acid. Sustains intelligence. Grants the ability to see invisible things. i) a Wicker Shield of Elvenkind [2,+17] (+2 stealth) +2 stealth. Provides resistance to acid, lightning, fire, cold, nexus. Cannot be harmed by acid, electricity, fire, cold. j) a Golden Crown of Lordliness [0,+9] (+3) +3 wisdom, charisma. Provides resistance to fear. Cannot be harmed by acid, electricity, fire, cold. Sustains wisdom, charisma. Grants telepathy. k) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2) +2 strength, constitution. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. l) a Pair of Mithril Shod Boots of Stealth [7,+14] (+3) +3 stealth. Cannot be harmed by acid. [Character Inventory] a) 4 Books of Magic Spells [Magic for Beginners] b) 3 Books of Magic Spells [Conjurings and Tricks] c) 3 Books 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 [Tenser's Transformations] Cannot be harmed by acid, electricity, fire, cold. f) 35 Cloudy Potions of Cure Critical Wounds g) 12 Clear Potions of Speed h) 9 Scrolls titled "sus pedo pose" of Teleport Level {!*} i) a Scroll titled "pereter nio" of *Destruction* {!*} j) 5 Zirconium Rods of Treasure Location {!!} k) 2 Gold Rods of Teleport Other {!!} l) a Lead-Plated Rod of Recall {!*} Cannot be harmed by electricity. m) 6 Ivory Wands of Teleport Other (35 charges) n) 3 Willow Staves of *Destruction* (5 charges) o) an Ironwood Staff of Identify (15 charges) p) a Moonstone Ring of Slaying (+8,+8) {@w1} q) 31 Arrows (1d4) (+6,+8) Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 83.3 against normal creatures. 35% chance of breaking upon contact. r) 22 Arrows (1d4) (+4,+7) Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 80.3 against normal creatures. 35% chance of breaking upon contact. s) 20 Seeker Arrows of Flame (4d4) (+9,+9) 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 327.2 against creatures not resistant to fire, and 109 against normal creatures. 35% chance of breaking upon contact. t) 19 Seeker Arrows (4d4) (+9,+7) Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 103 against normal creatures. 35% chance of breaking upon contact. u) 9 Mithril Arrows (3d4) (+8,+4) 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 86.3 against normal creatures. 35% chance of breaking upon contact. [Home Inventory] a) 3 Books of Magic Spells [Sorcery and Evocations] b) a Book of Magic Spells [Mordenkainen's Escapes] Cannot be harmed by acid, electricity, fire, cold. c) 2 Violet Speckled 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) a Dark Red Potion of *Healing* When ingested, it restores 1200 hit points, heals cut damage, and cures stunning, poisoning, blindness, and confusion. It can be thrown at creatures with damaging effect. e) a Metallic Blue 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. f) an Orange Speckled Potion of Restore Mana When ingested, it restores your mana points to maximum. g) 11 Scrolls titled "deo sanitus" of Teleportation When read, it teleports you randomly up to 100 squares away. h) 18 Scrolls titled "sus pedo pose" of Teleport Level {!*} When read, it teleports you one level up or down. i) a Scroll titled "rius pose se" of *Remove Curse* When read, it removes all curses from all equipped items. j) a Scroll titled "adax ubserber" 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. k) 5 Scrolls titled "hazamo eper" of Recharging When read, it tries to recharge a wand or staff, destroying the wa nd or staff on failure. l) a Zinc Rod of Magic Mapping When used, it maps the area around you. It takes 170 turns to recharge after use at your current speed. m) a Tiger Eye Ring of Acid [+17] 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 86 to 170 turns to recharge after use at your current speed. n) an Alexandrite Ring of Escaping (+4 speed) +4 speed. Makes you unable to hit foes. o) The Leather Shield of the Haradrim [4,+15] (+2) +2 strength, constitution. Provides resistance to poison, fear, blindness. Cannot be harmed by acid, electricity, fire, cold. Sustains strength, constitution. Aggravates creatures nearby. When activated, it puts you in a berserker rage for d50+50 turns. It takes 85 turns to recharge after use at your current speed. p) a Set of Caestus of Agility (+0,+3) [2,+6] (+2) +2 dexterity. q) a Pair of Leather Boots of Free Action [2,+10] Prevents paralysis. r) The Rapier 'Forasgil' (1d6) (+12,+19) It is especially deadly to animals. It is branded with frost. Provides resistance to cold, light. Cannot be harmed by acid, electricity, fire, cold. Radius 1 light. With this weapon, you would currently get 4 blows per round. Each blow will do an average damage of 41.8 against animals, 45.4 against creatures not resistant to cold, and 38.2 against normal creatures. With this item, you can expect to clear rubble in 3.3 turns, magma veins in 8.1 turns, quartz veins in 21 turns, and granite in 84 turns. s) a Rapier of Extra Attacks (1d6) (+11,+8) (+2) +2 attack speed. With this weapon, you would currently get 6 blows per round. Each blow will do an average damage of 26.9 against normal creatures. With this item, you can expect to clear rubble in 3.3 turns, magma veins in 8.1 turns, quartz veins in 21 turns, and granite in 84 turns. t) a Blade of Chaos (6d5) (+7,+7) Provides resistance to chaos. With this weapon, you would currently get 2 blows per round. Each blow will do an average damage of 41.8 against normal creatures. With this item, you can expect to clear rubble in 2.7 turns, magma veins in 6.3 turns, quartz veins in 15 turns, and granite in 48 turns. u) 25 Arrows of Slay Evil (1d4) (+13,+8) It is especially deadly to evil creatures. Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 168.3 against evil creatures, and 84.1 against normal creatures. 35% chance of breaking upon contact. v) 19 Arrows of Slay Evil (1d4) (+6,+5) It is especially deadly to evil creatures. Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 148.4 against evil creatures, and 74.2 against normal creatures. 35% chance of breaking upon contact. w) 11 Seeker Arrows of Lightning (4d4) (+12,+4) It is branded with lightning. 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 284.5 against creatures not resistant to electricity, and 94.8 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 12.4.2009 07:32
10008. on the Ladder (of 19090)
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