The Angband Ladder: Isendil II, Half-Elf Ranger by EvilMarshmallow
[Angband 3.1.0 beta Character Dump] Sex Male Age 31 STR! 18/100 +0 +2 +18 18/*** Race Half-Elf Height 71 INT! 18/100 +1 +2 +8 18/210 Class Ranger Weight 126 WIS! 18/100 -1 +0 +8 18/170 Title ***WINNER*** Social Lordly DEX! 18/100 +1 +1 +13 18/*** HP 987/987 Maximize Y CON! 18/100 -1 +1 +14 18/*** SP 385/385 CHR! 18/100 +1 +1 +12 18/*** Level 50 Armor [47,+120] Saving Throw 95% Cur Exp 20963639 Fight (+60,+53) Stealth Superb Max Exp 20963639 Melee (+62,+58) Fighting Heroic Adv Exp ******** Shoot (+77,+19) Shooting Legendary MaxDepth 5000' (L100) Blows 5/turn Disarming 96% Turns 3848779 Shots 3/turn Magic Device Heroic Gold 8512367 Infra 50 ft Perception 1 in 8 Burden 211.0 lbs Speed 26 Searching 45% Your father was of the Nandor. You are one of several children of a Yeoman. You are a credit to the family. You have brown eyes, straight brown hair, and an average 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 Mighty Hammer 'Grond' (3d9) (+2,+5) Cannot be harmed by acid, electricity, fire, cold. Grants telepathy. Grants the ability to see invisible things. Aggravates creatures nearby. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 88 against animals, 88 against evil creatures, 103 against orcs, 103 against trolls, 133 against dragons, 133 against demons, 133 against undead, and 73 against normal creatures. Sometimes creates earthquakes on impact. b) The Long Bow of Bard (x3) (+17,+19) (+2) +2 dexterity, speed, shooting power. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. c) The Ring of Power 'The One Ring' (+15,+15) (+5) {cursed} Permanently cursed. +5 strength, intelligence, wisdom, dexterity, constitution, charisma, speed. Provides immunity to acid, lightning, fire, cold. Provides resistance to acid, lightning, fire, cold, poison, dark, nether, disenchantment. Cannot be harmed by acid, electricity, fire, cold. Sustains strength, intelligence, wisdom, dexterity, constitution, charisma. Speeds regeneration. Grants telepathy. Grants the ability to see invisible things. Aggravates creatures nearby. Drains experience. When activated, it does bizarre things.. It takes 200 turns to recharge after use. d) The Ring of Power 'Vilya' (+10,+10) (+3) +3 strength, intelligence, wisdom, dexterity, constitution, charisma, speed. Provides immunity to lightning. Provides resistance to lightning, poison, dark. Cannot be harmed by acid, electricity, fire, cold. Sustains intelligence, dexterity, constitution. Slows your metabolism. Feather Falling. Speeds regeneration. Prevents paralysis. Stops experience drain. Grants telepathy. Grants the ability to see invisible things. When activated, it heals 1000 hit points. It takes 200 turns to recharge after use. e) an Azure Amulet of Trickery (+3) +3 dexterity, stealth, searching, infravision, speed. Provides resistance to poison, nexus. Sustains dexterity. f) The Arkenstone of Thrain Provides resistance to light, dark. Cannot be harmed by acid, electricity, fire, cold. Stops experience drain. Grants the ability to see invisible things. When activated, it detects treasure, objects, traps, doors, stairs, e3 light. g) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4) +4 strength, charisma. Provides resistance to acid, lightning, fire, cold, dark, disenchantment. Cannot be harmed by acid, electricity, fire, cold. When activated, it removes all non-unique monsters represented by a chosen symbol from the level, dealing you damage in the process. It takes 500 turns to recharge after use. h) an Elven Cloak of Aman [6,+36] (+5 stealth) +5 stealth. Provides resistance to shards. Cannot be harmed by acid, electricity, fire, cold. i) The Small Metal Shield of Thorin [3,+15] (+4) +4 strength, constitution. Provides immunity to acid. Provides resistance to fear, sound, chaos. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. j) The Massive Iron Crown of Morgoth [0,+3] (+0) Provides resistance to acid, lightning, fire, cold, poison, fear, light, dark, confusion, nexus, nether. Cannot be harmed by acid, electricity, fire, cold. Grants telepathy. Grants the ability to see invisible things. Radius 1 light. 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) The Pair of Leather Boots of Feanor [2,+11] (+15) +15 speed. Provides resistance to nexus. Cannot be harmed by acid, electricity, fire, cold. When activated, it hastens you for d20+20 turns. It takes 200 turns to recharge after use. [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) a Book of Magic Spells [Sorcery and Evocations] e) 2 Books of Magic Spells [Resistances of Scarabtarices] Cannot be harmed by acid, electricity, fire, cold. f) a Book of Magic Spells [Raal's Tome of Destruction] Cannot be harmed by acid, electricity, fire, cold. g) a Book of Magic Spells [Mordenkainen's Escapes] Cannot be harmed by acid, electricity, fire, cold. h) a Book of Magic Spells [Tenser's Transformations] Cannot be harmed by acid, electricity, fire, cold. i) 7 Green Speckled Potions of Healing j) 6 Magenta Potions of Life It can be thrown at creatures with damaging effect. k) 2 Titanium Rods of Healing Cannot be harmed by electricity. l) 2 Magnesium Rods of Restoration Cannot be harmed by electricity. m) 4 Mithril Rods of Teleport Other n) 2 Hawthorn Staffs of *Destruction* (7 charges) o) a Banyan Staff of Banishment (1 charge) p) a Silver Staff of Power (2 charges) q) Law Dragon Scale Mail (-2) [30,+27] Provides resistance to sound, shards. Cannot be harmed by acid, electricity, fire, cold. When activated, it allows you to breathe sound/shards for 230 dama ge. It takes d300+300 turns to recharge after use. r) The Iron Helm 'Holhenneth' [5,+10] (+2) +2 intelligence, wisdom, searching. Provides resistance to blindness, confusion. Cannot be harmed by acid, electricity, fire, cold. Grants the ability to see invisible things. When activated, it detects treasure, objects, traps, doors, stairs, s) a Mace of Disruption of Extra Attacks (5d8) (+13,+15) (+2) . against undead, and 90.5 against normal creatures. t) 28 Arrows of Slay Evil (1d4) (+17,+16) Fired from your current missile launcher, this arrow will hit targets up to 160 feet away, inflicting an average damage of 375 against evil creatures, 562.5 against dragons, and 187.5 against normal creatures. 35% chance of breaking upon contact. u) 24 Arrows of Slay Evil (1d4) (+17,+14) Fired from your current missile launcher, this arrow will hit targets up to 160 feet away, inflicting an average damage of 355 against evil creatures, 532.5 against dragons, and 177.5 against normal creatures. 35% chance of breaking upon contact. v) 10 Seeker Arrows of Slay Evil (4d4) (+16,+20) Fired from your current missile launcher, this arrow will hit targets up to 160 feet away, inflicting an average damage of 490 against evil creatures, 735 against dragons, and 245 against normal creatures. 35% chance of breaking upon contact. w) 16 Seeker Arrows of Slay Evil (4d4) (+19,+13) Fired from your current missile launcher, this arrow will hit targets up to 160 feet away, inflicting an average damage of 420 against evil creatures, 630 against dragons, and 210 against normal creatures. 35% chance of breaking upon contact. [Home Inventory] a) a Book of Magic Spells [Kelek's Grimoire of Power] Cannot be harmed by acid, electricity, fire, cold. b) The Ring of Tulkas (+4) +4 strength, dexterity, constitution. Provides resistance to fear. Cannot be harmed by acid, electricity, fire, cold. When activated, it hastens you for d75+75 turns. It takes 150 turns to recharge after use. c) The Ring of Power 'Narya' (+6,+6) (+1) +1 strength, intelligence, wisdom, dexterity, constitution, charisma, speed. Provides immunity to fire. Provides resistance to fire, fear. Cannot be harmed by acid, electricity, fire, cold. Sustains strength, constitution. Slows your metabolism. Speeds regeneration. Prevents paralysis. Grants telepathy. Grants the ability to see invisible things. When activated, it grants you protection from evil for 1d25 plus 3 times your character level turns. It takes 200 turns to recharge after use. d) The Ring of Power 'Nenya' (+8,+8) (+2) +2 strength, intelligence, wisdom, dexterity, constitution, charisma, speed. Provides immunity to cold. Provides resistance to cold, blindness. Cannot be harmed by acid, electricity, fire, cold. Sustains intelligence, wisdom, constitution. Feather Falling. Speeds regeneration. Prevents paralysis. Stops experience drain. Grants telepathy. Grants the ability to see invisible things. When activated, it restores your experience to full. It takes 200 turns to recharge after use. e) The Elfstone 'Elessar' (+7,+7) [+10] (+2) +2 strength, wisdom, charisma, speed. Provides resistance to fire, poison, fear. Cannot be harmed by acid, electricity, fire, cold. When activated, it heals 500 hit points. It takes 200 turns to recharge after use. f) The Augmented Chain Mail of Caspanion (-2) [16,+19] (+3) +3 intelligence, wisdom, constitution. Provides resistance to acid, poison, confusion. Cannot be harmed by acid, electricity, fire, cold. When activated, it destroys all traps and doors surrounding you. It takes 10 turns to recharge after use. g) The Full Plate Armour of Isildur [26,+18] (+1) +1 constitution. Provides resistance to acid, lightning, fire, cold, confusion, sound, nexus. Cannot be harmed by acid, electricity, fire, cold. h) The Jewel Encrusted Crown of Numenor [0,+18] (+3) +3 intelligence, dexterity, charisma, searching, speed. Provides resistance to cold, light, dark, blindness, sound, shards. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. Grants the ability to see invisible things. Radius 1 light. i) The Metal Cap of Celebrimbor [3,+18] (+3 searching) +3 intelligence, dexterity, charisma, searching. Provides resistance to acid, fire, shards, disenchantment. Cannot be harmed by acid, electricity, fire, cold. j) The Iron Helm of Dor-Lomin [5,+13] (+4) +4 strength, dexterity, constitution. Provides resistance to acid, lightning, fire, cold, fear. Cannot be harmed by acid, electricity, fire, cold. Grants telepathy. Grants the ability to see invisible things. Radius 1 light. k) The Set of Caestus of Fingolfin (+10,+10) [5,+20] (+4) +4 dexterity. Provides resistance to acid. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. When activated, it fires a magical arrow with damage 150. It takes 30 turns to recharge after use. l) The Pair of Leather Boots 'Dal-i-thalion' [2,+15] (+5) +5 dexterity. Provides resistance to confusion, nether, chaos. Cannot be harmed by acid, electricity, fire, cold. Sustains constitution. Prevents paralysis. When activated, it cures you of fear and poison. It takes 5 turns to recharge after use. m) 24 Seeker Arrows of Acid (4d4) (+16,+13) Cannot be harmed by acid. Fired from your current missile launcher, this arrow will hit targets up to 160 feet away, inflicting an average damage of 630 against dragons, 630 against acid-vulnerable creatures, and 210 against normal creatures. 35% chance of breaking upon contact. n) 11 Seeker Arrows of Frost (4d4) (+13,+16) Cannot be harmed by cold. Fired from your current missile launcher, this arrow will hit targets up to 160 feet away, inflicting an average damage of 675 against dragons, 675 against frost-vulnerable creatures, and 225 against normal creatures. 35% chance of breaking upon contact. o) 15 Mithril Arrows of Wounding (3d4) (+18,+18) Cannot be harmed by acid, fire. Fired from your current missile launcher, this arrow will hit targets up to 160 feet away, inflicting an average damage of 667.5 against dragons, and 222.5 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 20.5.2009 18:02
1728. on the Ladder (of 19090)
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