The Angband Ladder: Danger3, High-Elf Ranger by Donald Jonker

  [Angband 3.1.1 dev (r1392) Character Dump]

 Name   Danger3                                  Self  RB  CB  EB   Best
 Sex    Male         Age            119   Str:  18/40  +1  +2  +8 18/150 18/135
 Race   High-Elf     Height          91   Int:     13  +3  +2  +3  18/30     17
 Class  Ranger       Weight         205   Wis:     12  -1  +0  +3     14     11
 Title  Explorer     Social   Respected   Dex:  18/20  +3  +1  +5 18/110 18/100
 HP     -69/362      Maximize         Y   Con:  18/10  +1  +1  +6  18/90  18/83
 SP     43/43                             Chr:     17  +5  +1  +3  18/80  18/30


 Level               32   Armor    [26,+95]     Saving Throw         81%
 Cur Exp         392397   Fight   (+20,+17)     Stealth           Superb
 Max Exp         417225   Melee   (+30,+37)     Fighting          Superb
 Adv Exp         460000   Shoot   (+32,+18)     Shooting       Legendary
 MaxDepth   3450' (L69)   Blows      4/turn     Disarming            64%
 Turns           679774   Shots      2/turn     Magic Device      Heroic
 Gold             51349   Infra       40 ft     Perception       1 in 10
 Burden       175.1 lbs   Speed      Normal     Searching            37%

 You are the only child of a Telerin Archer.  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:.............


  [Last Messages]

> You resist the effects!
> There is a wall in the way!
> It breathes time.
> You're not as powerful as you used to be...
> It breathes time.
> You can learn 10 more spells.
> You feel life has clocked back.
> Low hitpoint warning!
> *** LOW HITPOINT WARNING! ***
> It breathes time.
> You feel life has clocked back.
> *** LOW HITPOINT WARNING! ***
> It breathes time.
> You feel life has clocked back.
> You die.

Killed by a Time hound.

  [Character Equipment]

a) The Great Axe of Durin (4d4) (+10,+20) [+15] (+3)
     +3 strength, constitution, tunneling.
     Slays demons, orcs, trolls.
     *Slays* dragons.
     Branded with acid, flames.
     Provides resistance to acid, fire, fear, light, dark, confusion, 
     chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     
     Combat info:
     4 blows/round.
     Average damage/hit: 73.2 vs. demons, 73.2 vs. orcs, 73.2 vs.
     trolls, 73.2 vs. creatures not resistant to acid, 73.2 vs.
     creatures not resistant to fire, 95.6 vs. dragons, and 50.8 vs.
     others.
     
b) a Long Bow of Power (x3) (+12,+18)
c) a Ring of Dexterity (+4)
     +4 dexterity.
     Sustains dexterity.
     
d) The Ring of Barahir (+1)
     +1 strength, intelligence, wisdom, dexterity, constitution, 
     charisma, stealth.
     Provides resistance to poison, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     
e) an 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.
     Takes 11 to 20 turns to recharge.
     
     Radius 3 light.
g) 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.
     
h) a Cloak of Stealth [1,+7] (+3 stealth)
     +3 stealth.
     
i) a Wicker Shield of Resistance [2,+19]
     Provides resistance to acid, lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     
j) The Iron Helm 'Holhenneth' [5,+10] (+2)
     +2 intelligence, wisdom.
     +10% to 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, traps, doors, stairs, and all 
     creatures nearby.
     Takes 56 to 110 turns to recharge.
     
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 Iron Shod Boots of Free Action [3,+8]
     Prevents paralysis.
     


  [Character Inventory]

a) 2 Books of Magic Spells [Magic for Beginners] {@m1@b1@G1}
b) a Book of Magic Spells [Conjurings and Tricks] {@m2@b2@G2}
c) a Book of Magic Spells [Incantations and Illusions] {@m3@b3@G3}
d) a Book of Magic Spells [Sorcery and Evocations] {@m4@b4@G4}
e) a Book of Magic Spells [Resistances of Scarabtarices] {@m5@b5@G5}
     Cannot be harmed by acid, electricity, fire, cold.
     
f) a Book of Magic Spells [Mordenkainen's Escapes] {@m7@b7@G7!d!s!v}
     Cannot be harmed by acid, electricity, fire, cold.
     
g) 9 Potions of Cure Critical Wounds
     
h) 16 Scrolls of Phase Door {@r5}
i) 3 Scrolls of Word of Recall {!*!*}
j) 3 Scrolls of Recharging
k) a Scroll of *Destruction*
l) a Rod of Detection {!!}
     Cannot be harmed by electricity.
     
m) 2 Rods of Teleport Other {@z5!!}
n) a Rod of Identify {@z1}
     Cannot be harmed by electricity.
     
o) 2 Wands of Stone to Mud (12 charges)
     
p) 2 Wands of Teleport Other (16 charges)
     
q) a Staff of Mapping (4 charges) {@u3}
     
r) 2 Staves of Teleportation (10 charges) {!*}
     
s) a Maul of Gondolin (4d4) (+15,+13)
     Slays demons, orcs, trolls, dragons.
     Provides resistance to dark.
     Cannot be harmed by acid, fire.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
     Combat info:
     4 blows/round.
     Average damage/hit: 61.9 vs. demons, 61.9 vs. orcs, 61.9 vs.
     trolls, 61.9 vs. dragons, and 39.7 vs. others.
     
     Radius 1 light.
t) a Sling of Accuracy (x2) (+9,+13)
u) 30 Seeker Bolts (4d5) (+8,+8)
v) 20 Arrows (1d4) (+8,+7)
     Combat info:
     Hits targets up to 120 feet away.
     Average damage/hit: 84.9.
     35% chance of breaking upon contact.
     
w) 69 Arrows (1d4) (+5,+7) {@f0}
     Combat info:
     Hits targets up to 120 feet away.
     Average damage/hit: 84.9.
     35% chance of breaking upon contact.
     


  [Home Inventory]

a) a Book of Magic Spells [Sorcery and Evocations] {@m4@b4@G4}
b) a Book of Magic Spells [Raal's Tome of Destruction]
     Cannot be harmed by acid, electricity, fire, cold.
     
c) a Book of Magic Spells [Mordenkainen's Escapes] {@m7@b7@G7!d!s!v}
     Cannot be harmed by acid, electricity, fire, cold.
     
d) 3 Potions of Healing
     
e) a Potion of Restore Mana
f) 2 Scrolls of Teleportation {!*}
g) a Scroll of *Remove Curse*
h) a Scroll of Banishment
i) a Rod of Treasure Location {@z3!!}
j) a Ring of Intelligence (+4)
     +4 intelligence.
     Sustains intelligence.
     
k) a Ring of Resist Poison
     Provides resistance to poison.
     
l) a Ring of Acid [+12]
     It brands your melee attacks 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.
     Takes 51 to 100 turns to recharge.
     
m) a Ring of Damage (+0,+8)
n) a Ring of Free Action
     Prevents paralysis.
     
o) an Amulet of Wisdom (+6)
     +6 wisdom.
     Sustains wisdom.
     
p) The Soft Leather Armour 'Hithlomir' [4,+20] (+4)
     +4 stealth.
     Provides resistance to acid, lightning, fire, cold, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     
q) 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.
     
r) a Jewel Encrusted Crown of Might [0,+11] (+1)
     +1 strength, dexterity, constitution.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, dexterity, constitution.
     Prevents paralysis.
     
s) a Metal Cap of Telepathy [3,+9]
     Grants telepathy.
     
t) 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.
     Takes 2 turns to recharge.
     
     Radius 1 light.
u) The Set of Gauntlets 'Paurhach' [3,+14]
     Provides resistance to fire.
     Cannot be harmed by acid, electricity, fire, cold.
     Speeds regeneration.
     
     When activated, it creates a fire bolt with damage 9d8.
     Takes 9 to 16 turns to recharge.
     
v) a Pair of Leather Sandals of Stability [1,+9]
     Provides resistance to nexus.
     Feather Falling.
     
w) The Flail 'Totila' (3d6) (+6,+8) (+2 stealth)
     +2 stealth.
     Slays evil creatures.
     Branded with flames.
     Provides resistance to fire, confusion.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it confuses a target monster.
     Takes 15 turns to recharge.
     
     Combat info:
     4 blows/round.
     Average damage/hit: 45.4 vs. evil creatures, 56.8 vs. creatures
     not resistant to fire, and 34.1 vs. others.
     
x) a Two-Handed Great Flail (Holy Avenger) (3d6) (+9,+19) [+4] (+2)
     +2 wisdom.
     Slays evil creatures, undead, demons.
     Provides resistance to fear.
     Sustains strength.
     Blessed by the gods.
     Grants the ability to see invisible things.
     
     Combat info:
     4 blows/round.
     Average damage/hit: 59.4 vs. evil creatures, 71.3 vs. undead, 71.3
     vs. demons, and 47.6 vs. others.
     


  [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 22.5.2009 16:51

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10803. on the Ladder (of 19090)
4400. on the Angband Ladder (of 6561)
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On 22.5.2009 16:58 Donald Jonker wrote:
Pretty excellent game in terms of gear. Never found a very good bow, though, so I was mostly playing him like a warrior.

First death to Time. Never saw the time hounds coming.. which is strange since I detected a few turns before I got blasted. Perhaps the Grand Master Mystic summoned them. In any case, one turn and I was toast.

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