The Angband Ladder: Susan, High-Elf Ranger by kandrc

  [Angband 3.1.0 beta Character Dump]

 Sex    Female       Age            116   STR:  18/86  +1  +2  +9 18/206
 Race   High-Elf     Height          88   INT:  18/81  +3  +2  +6 18/191
 Class  Ranger       Weight         201   WIS:     18  -1  +0  +7  18/60
 Title  ***WINNER*** Social      Lordly   DEX:  18/47  +3  +1 +11 18/197
 HP     848/848      Maximize         Y   CON:  18/85  +1  +1  +9 18/195
 SP     337/337                           Chr:     15  +5  +1  +6  18/90     15


 Level               44   Armor   [47,+186]     Saving Throw         96%
 Cur Exp        5098531   Fight   (+48,+38)     Stealth           Heroic
 Max Exp        5098531   Melee   (+67,+48)     Fighting          Heroic
 Adv Exp        5520000   Shoot   (+68,+22)     Shooting       Legendary
 MaxDepth  5000' (L100)   Blows      5/turn     Disarming            91%
 Turns           393902   Shots      4/turn     Magic Device   Legendary
 Gold            794800   Infra       80 ft     Perception        1 in 1
 Burden       155.6 lbs   Speed          29     Searching            62%

 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) a Mace of Disruption (Holy Avenger) (5d8) (+19,+10) [+1] (+4)
     +4 wisdom.
     Provides resistance to fear.
     Sustains charisma.
     Blessed by the gods.
     Grants the ability to see invisible things.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 93 against evil creatures, 115.5
     against demons, 115.5 against undead, and 70.5 against normal
     creatures.
b) 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.
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) a Bronze Amulet of Trickery (+4)
     +4 dexterity, stealth, searching, infravision, speed.
     Provides resistance to poison, nexus.
     Sustains dexterity.
f) The Star of Elendil {!t!!}
     Cannot be harmed by acid, electricity, fire, cold.
     Grants the ability to see invisible things.
     When activated, it maps the area around you in a 30-radius circle.
     It takes 50 turns to recharge after use.
     Radius 3 light.
g) Power Dragon Scale Mail (-3) [40,+31]
     Provides resistance to acid, lightning, fire, cold, poison, light, 
     dark, blindness, confusion, sound, shards, nexus, nether, chaos, 
     disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it allows you to breathe for 300 damage.
     It takes d300+300 turns to recharge after use.
h) The Cloak 'Colannon' [1,+15] (+3)
     +3 stealth, speed.
     Provides resistance to nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it teleports you randomly up to 100 squares away.
     It takes 45 turns to recharge after use.
i) The Small Metal Shield of Thorin [3,+24] (+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 Jewel Encrusted Crown of Numenor [0,+16] (+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.
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,+20] (+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] {!d!s!k@m1@p1@G1@b1}
b) a Book of Magic Spells [Conjurings and Tricks] {!d!s!k@m2@p2@G2@b2}
c) a Book of Magic Spells [Incantations and Illusions] {!d!s!k@m3@p3@G3@b3}
d) a Book of Magic Spells [Sorcery and Evocations] {!d!s!k@m4@p4@G4@b4}
e) a Book of Magic Spells [Resistances of Scarabtarices] {!d!s!k@m5@p5@G5@b5}
     Cannot be harmed by acid, electricity, fire, cold.
f) a Book of Magic Spells [Raal's Tome of Destruction] {!d!s!k@m6@p6@G6@b6}
     Cannot be harmed by acid, electricity, fire, cold.
g) a Book of Magic Spells [Mordenkainen's Escapes] {!d!s!k@m7@p7@G7@b7}
     Cannot be harmed by acid, electricity, fire, cold.
h) a Book of Magic Spells [Tenser's Transformations] {!d!s!k@m8@p8@G8@b8}
     Cannot be harmed by acid, electricity, fire, cold.
i) a Book of Magic Spells [Kelek's Grimoire of Power] {!d!s!k@m9@p9@G9@b9}
     Cannot be harmed by acid, electricity, fire, cold.
j) a Violet Potion of Healing
k) a Metallic Red Potion of *Healing*
     It can be thrown at creatures with damaging effect.
l) 3 Gold Potions of Life
     It can be thrown at creatures with damaging effect.
m) a Pink Potion of Restore Mana
n) 2 Scrolls titled "laeteo ub cali" of *Destruction*
o) 4 Lead Rods of Treasure Location {@z1!!}
p) 2 Copper-Plated Rods of Identify {@z2!!}
     Cannot be harmed by electricity.
q) a Sycamore Staff of the Magi (2 charges)
r) The Palantir of Westernesse (+2) (charging)
     +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.
s) 25 Arrows of Acid (1d4) (+18,+12)
     Cannot be harmed by acid.
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 328.5 against
     acid-vulnerable creatures, and 109.5 against normal creatures.
     35% chance of breaking upon contact.
t) 8 Arrows of Slay Evil (1d4) (+16,+11)
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 213 against
     evil creatures, and 106.5 against normal creatures.
     35% chance of breaking upon contact.
u) 17 Arrows of Slay Evil (1d4) (+9,+10)
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 207 against
     evil creatures, and 103.5 against normal creatures.
     35% chance of breaking upon contact.


  [Home Inventory]

a) a Bloodstone Ring of Strength (+5)
     +5 strength.
     Sustains strength.
     
b) a Mithril Ring of Intelligence (+5)
     +5 intelligence.
     Sustains intelligence.
     
c) a Bone Amulet of Sustenance
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, intelligence, wisdom, dexterity, constitution, 
     charisma.
     Slows your metabolism.
     Stops experience drain.
     
d) a Tortoise Shell Amulet of ESP (+5)
     +5 searching.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.
     
e) The Necklace of the Dwarves (+3)
     +3 strength, constitution, infravision.
     Provides resistance to fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Speeds regeneration.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
     Radius 1 light.
f) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+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 Mithril Chain Mail 'Belegennon' (-1) [28,+20] (+4)
     +4 stealth.
     Provides resistance to acid, lightning, fire, cold, poison.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it teleports you randomly up to 10 squares away.
     It takes 2 turns to recharge after use.
h) 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.
i) a Steel Helm of Telepathy [6,+9]
     Grants telepathy.
     
j) 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.
k) The Bastard Sword 'Calris' (5d4) (-20,+20) (+5) {cursed}
     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 83 against evil creatures, 95.5
     against trolls, 95.5 against demons, 120.5 against dragons, and 
     70.5 against normal creatures.
l) The Trident of Wrath (3d8) (+16,+18) (+2)
     +2 strength, dexterity.
     Provides resistance to light, dark.
     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 5 blows per round.  Each
     blow will do an average damage of 87 against evil creatures, 100.5
     against poison-vulnerable creatures, 127.5 against undead, and 
     73.5 against normal creatures.
m) The Glaive of Pain (9d6) (+0,+30)
     Provides resistance to 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 99.5 against normal creatures.
n) The Flail 'Totila' (3d6) (+4,+5) (+2 stealth) {@w0}
     +2 stealth.
     Provides resistance to fire, confusion.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it confuses a target monster.
     It takes 15 turns to recharge after use.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 64 against evil creatures, 74.5
     against fire-vulnerable creatures, and 53.5 against normal
     creatures.
o) The Short Bow of Amras (x2) (+12,+15) (+1 speed)
     +1 intelligence, wisdom, dexterity, speed, shooting speed, 
     shooting power.
     Provides resistance to lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Slows your metabolism.
     
p) 16 Arrows of Acid (1d4) (+12,+14)
     Cannot be harmed by acid.
     
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 346.5 against
     acid-vulnerable creatures, and 115.5 against normal creatures.
     35% chance of breaking upon contact.
q) 5 Arrows of Acid (1d4) (+12,+10)
     Cannot be harmed by acid.
     
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 310.5 against
     acid-vulnerable creatures, and 103.5 against normal creatures.
     35% chance of breaking upon contact.
r) 22 Arrows of Venom (1d4) (+8,+9)
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 301.5 against
     poison-vulnerable creatures, and 100.5 against normal creatures.
     35% chance of breaking upon contact.
s) 17 Arrows of Venom (1d4) (+8,+8)
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 292.5 against
     poison-vulnerable creatures, and 97.5 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       : no  (adult_ai_sound)
Adult: Monsters chase recent locations       : no  (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 6.6.2009 20:12

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7205. on the Ladder (of 19044)
3133. on the Angband Ladder (of 6535)
4. for this player (

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On 6.6.2009 20:12 kandrc wrote:
A pretty fast HE ranger. My first under 400k. A stack of 30-something Deep Decent got meto 4100 by cl 20. Used doors to reduce summons and meleed Morgoth. M required 27 ccw, 2 restore mana, and 4 scrolls of *Destruction*. I recharged the Magi staff several times. If it had blown up, I probably would have had to bail. Found very few consumables this game. 100% of found healing consumables are still in inventory. Found very few stat potions, as well, no rods of teleport other and only 2 wands. Lost my 2nd one to somebody's electric attack while taking on M.

M dropped Holhenneth and a shield of rCold. The PDSM came from a U pit at 4900, which took me from cl 37 to cl 43. The new armor made it easier to leave a lot of other nice drops on the floor and filled my scary rElec hole. Bullroarer, a Sauron summon, dropped the boots at 4950. As for the bow, I had a nice 4x long bow and left it on the dungeon floor when I found Belthronding because I thought Belthronding had shots *and* might. Lesson learned, and this one was good enough to do the job, anyway.

45 uniques left alive, including all o's.


On 6.6.2009 23:27 Schroeder wrote:
WOW! This was an insanely lucky and fast win! I'll make sure to look out for more of your wins, cus of this epicness.

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