The Angband Ladder: Corum, Human Ranger by eimaj

  [Angband 3.1.0 beta Character Dump]

 Sex    Male         Age             18   STR! 18/100  +0  +2 +12 18/***
 Race   Human        Height          66   INT! 18/100  +0  +2 +12 18/***
 Class  Ranger       Weight         186   Wis! 18/100  +0  +0 +11 18/210 18/200
 Title  ***WINNER*** Social  Role model   DEX! 18/100  +0  +1  +9 18/200
 HP     1000/1010    Maximize         Y   CON! 18/100  +0  +1 +13 18/***
 SP     104/384                           Chr! 18/100  +0  +1  +9 18/200 18/110


 Level               50   Armor   [26,+181]     Saving Throw         95%
 Cur Exp       20255992   Fight   (+59,+51)     Stealth        Very Good
 Max Exp       20255992   Melee   (+81,+76)     Fighting          Heroic
 Adv Exp       ********   Shoot   (+76,+19)     Shooting       Legendary
 MaxDepth  5000' (L100)   Blows      5/turn     Disarming            94%
 Turns          2895945   Shots      3/turn     Magic Device      Heroic
 Gold           3209324   Infra        0 ft     Perception        1 in 9
 Burden       275.5 lbs   Speed          31     Searching            39%

 You are the illegitimate and unacknowledged child of a Townsman.  You
 are a credit to the family.  You have hazel eyes, curly brown hair,
 and a dark 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 Long Sword 'Ringil' (4d5) (+22,+25) (+10 speed)
     +10 speed.
     Provides resistance to cold, fear, light.
     Cannot be harmed by acid, electricity, fire, cold.
     Blessed by the gods.
     Slows your metabolism.
     Speeds regeneration.
     Prevents paralysis.
     Grants the ability to see invisible things.
     When activated, it creates a frost ball with damage 100.
     It takes 40 turns to recharge after use.
     Radius 1 light.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 100 against evil creatures, 112
     against trolls, 112 against undead, 112 against frost-vulnerable
     creatures, 136 against demons, and 88 against normal creatures.
b) The Long Bow of Bard (x3) (+17,+19) (+2) {excellent}
     +2 dexterity, speed, shooting power.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
c) The Ring of Power 'Narya' (+6,+6) (+1) (charging) {ImFireSustStrCon}
     +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 'Vilya' (+10,+10) (+3) (charging) {ImLtn}
     +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) 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 Arkenstone of Thrain {@A0}
     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 Augmented Chain Mail of Caspanion (-2) [16,+20] (+3) {RAcPoCo+3IntCon}
     +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.
h) The Cloak 'Holcolleth' [1,+10] (+2) {+2IntSpd}
     +2 intelligence, wisdom, stealth, speed.
     Provides resistance to acid.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it puts to sleep the monsters around you.
     It takes 55 turns to recharge after use.
i) The Small Metal Shield of Thorin [3,+25] (+4) {ImAcidRCha}
     +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 Metal Cap of Celebrimbor [3,+18] (+3 searching) {RFiShDis+3IDCSrch}
     +3 intelligence, dexterity, charisma, searching.
     Provides resistance to acid, fire, shards, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
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,+18] (+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) 5 Books of Magic Spells [Magic for Beginners] {@m0}
b) 5 Books of Magic Spells [Conjurings and Tricks] {@m1}
c) 5 Books of Magic Spells [Incantations and Illusions] {@m2}
d) 5 Books of Magic Spells [Sorcery and Evocations] {@m3}
e) 5 Books of Magic Spells [Resistances of Scarabtarices] {@m4 !k!d!v}
     Cannot be harmed by acid, electricity, fire, cold.
f) 5 Books of Magic Spells [Raal's Tome of Destruction] {@m5 !k!d!v}
     Cannot be harmed by acid, electricity, fire, cold.
g) 5 Books of Magic Spells [Mordenkainen's Escapes] {@m6 !k!d!v}
     Cannot be harmed by acid, electricity, fire, cold.
h) 4 Books of Magic Spells [Tenser's Transformations] {@m7 !k!d!v}
     Cannot be harmed by acid, electricity, fire, cold.
i) 4 Books of Magic Spells [Kelek's Grimoire of Power]
     Cannot be harmed by acid, electricity, fire, cold.
j) 2 Vermilion Potions of Healing
k) a Metallic Purple Potion of *Healing*
     It can be thrown at creatures with damaging effect.
l) 8 Pungent Potions of Restore Mana
m) a Copper-Plated Rod of Healing (charging)
     Cannot be harmed by electricity.
n) 5 Cypress Staffs of Speed (2 charges)
o) 3 Ironwood Staffs of the Magi (9 charges)
p) The Ring of Power 'Nenya' (+8,+8) (+2) {ImCold+2SpdTele}
     +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.
q) a Small Metal Shield of Preservation [4,+12] {RNthDisench}
     Provides resistance to nether, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, dexterity, constitution.
     Stops experience drain.
r) The Massive Iron Crown of Morgoth [0,+6] (+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.
s) a Pair of Steel Shod Boots of Stability [6,+13]
     Provides resistance to nexus.
     Feather Falling.
t) The Mighty Hammer 'Grond' (3d9) (+5,+8)
     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 89 against animals, 89 against
     evil creatures, 104 against orcs, 104 against trolls, 134 against
     dragons, 134 against demons, 134 against undead, and 74 against
     normal creatures.
     Sometimes creates earthquakes on impact.
u) 26 Mithril Arrows of Slay Undead (3d4) (+17,+19) {@f0}
     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 682.5 against
     dragons, 682.5 against undead, and 227.5 against normal creatures.
     35% chance of breaking upon contact.


  [Home Inventory]

a) 2 Silver Staffs of Dispel Evil (4 charges)
     When used, it deals 60 damage to all evil creatures that you can s
     ee.
b) 2 Diamond Rings of Speed (+9)
     +9 speed.
     
c) The Amulet of Ingwe (+3) {+3Int}
     +3 intelligence, wisdom, charisma, infravision.
     Provides resistance to acid, lightning, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
     When activated, it deals five times your level's damage to all evi
     l creatures that you can see.
     It takes 50 turns to recharge after use.
d) The Palantir of Westernesse (+2)
     +2 intelligence, wisdom, searching, infravision.
     Provides resistance to blindness, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.
     Grants the ability to see invisible things.
     Aggravates creatures nearby.
     Drains experience.
     
     When activated, it maps the entire level and detects objects, trap
     s, doors, and stairs.
     It takes 50 turns to recharge after use.
     Radius 3 light.
e) The Chain Mail of Arvedui (-2) [14,+15] (+2) {RShNx+2StrChr}
     +2 strength, charisma.
     Provides resistance to acid, lightning, fire, cold, shards, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     
f) The Metal Brigandine Armour of the Rohirrim [20,+15] (+2) {RCnfFrSnd+2StrDex}
     +2 strength, dexterity.
     Provides resistance to acid, lightning, fire, cold, fear, 
     confusion, sound.
     Cannot be harmed by acid, electricity, fire, cold.
     
g) The Hard Leather Cap of Thranduil [2,+10] (+2) {RBli+2IntTelepathy}
     +2 intelligence, wisdom.
     Provides resistance to blindness.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.
     
h) The Iron Helm 'Holhenneth' [5,+10] (+2) {BliConf+2IWSrch}
     +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, i) The
Steel Helm of Hammerhand [6,+20] (+3) {Ag!DkConNx+3StrDexCon+Sustain}

     w+3 strength, dexterity, constitution.
     Provides resistance to acid, cold, dark, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, dexterity, constitution.
     Aggravates creatures nearby.
     
j) The Set of Gauntlets of Eol (-5,-5) [3,+14] (+3) {Ag!RPoiDk+3Int}
     +3 intelligence.
     Provides resistance to lightning, poison, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     Feather Falling.
     Prevents paralysis.
     Aggravates creatures nearby.
     
     When activated, it fires a mana bolt with damage 12d8.
     It takes 30 turns to recharge after use.
k) The Main Gauche of Azaghal (2d5) (+12,+14) {ImFire}
     Provides immunity to fire.
     Provides resistance to acid, fear.
     Cannot be harmed by acid, electricity, fire, cold.
     
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 95 against dragons, and 71
     against normal creatures.
l) The Bastard Sword 'Calris' (5d4) (+9,+20) (+5) {!w, uncursed}
     Heavily cursed.
     +5 constitution.
     Provides resistance to disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     Aggravates creatures nearby.
     
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 96 against evil creatures, 108.5
     against trolls, 108.5 against demons, 133.5 against dragons, and 
     83.5 against normal creatures.
m) The Mace 'Taratol' (3d4) (+12,+12) {ImLtn}
     Provides immunity to lightning.
     Provides resistance to lightning.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it hastens you for d20+20 turns.
     It takes 100 turns to recharge after use.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 85.5 against
     electricity-vulnerable creatures, 100.5 against dragons, and 70.5
     against normal creatures.
n) The Long Bow 'Belthronding' (x3) (+20,+22) (+1)
     +1 dexterity, stealth, speed, shooting speed.
     Provides resistance to disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     
o) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10)
     +10 speed.
     Provides resistance to fire.
     Cannot be harmed by acid, electricity, fire, cold.
     
p) 14 Seeker Bolts of Holy Might (4d5) (+14,+17) {@f1}
     Cannot be harmed by acid, fire.
     
q) 35 Seeker Bolts of Venom (4d5) (+9,+10)
r) 6 Mithril Arrows of Acid (3d4) (+17,+20) {@f1}
     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 697.5 against
     dragons, 697.5 against acid-vulnerable creatures, and 232.5
     against normal creatures.
     35% chance of breaking upon contact.
s) 26 Mithril Arrows of Wounding (3d4) (+18,+16) {@f0}
     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 637.5 against
     dragons, and 212.5 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 3.6.2009 00:13

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1804. on the Ladder (of 19090)
322. on the Angband Ladder (of 6561)

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On 3.6.2009 00:13 eimaj wrote:
I've played Moria & Angband on & off for years but this is my 1st Ang winner :-D Very cautious play style but really good fun -- my thanks to the maintainers!!!

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