The Angband Ladder: Eril, High-Elf Ranger by <matt@sicasm.org>

  [Angband 3.1.0 beta Character Dump]

 Sex    Female       Age            130   STR! 18/100  +1  +2 +15 18/***
 Race   High-Elf     Height          94   INT! 18/100  +3  +2 +12 18/***
 Class  Ranger       Weight         192   WIS! 18/100  -1  +0 +17 18/***
 Title  Ranger Lord  Social      Lordly   DEX! 18/100  +3  +1 +10 18/***
 HP     -95/1010     Maximize         Y   CON! 18/100  +1  +1 +13 18/***
 SP     92/383                            CHR! 18/100  +5  +1 +12 18/***


 Level               50   Armor   [63,+152]     Saving Throw        100%
 Cur Exp       29823484   Fight   (+67,+60)     Stealth           Superb
 Max Exp       29823484   Melee   (+89,+85)     Fighting       Legendary
 Adv Exp       ********   Shoot   (+84,+19)     Shooting       Legendary
 MaxDepth  6350' (L127)   Blows      5/turn     Disarming            98%
 Turns          2078914   Shots      3/turn     Magic Device   Legendary
 Gold           5111507   Infra       60 ft     Perception       1 in 10
 Burden       181.9 lbs   Speed          35     Searching            37%

 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:.+...........


  [Last Messages]

> It was a good hit!
> You hit the Aether hound.
> You miss the Aether hound.
> You hit the Aether hound.
> The Aether hound flees in terror!
> The Aether hound recovers its courage.
> The Aether hound misses you.
> The Aether hound bites you.
> The Aether hound misses you.
> You hit the Aether hound.
> You have slain the Aether hound.
> The Vrock wakes up.
> The Aether hound breathes darkness.
> The Aether hound breathes sound.
> You die.

Killed by the strain of casting Banishment.

  [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 109 against evil creatures, 121
     against trolls, 121 against undead, 121 against frost-vulnerable
     creatures, 145 against demons, and 97 against normal creatures.
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 '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.
d) 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.
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 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.
g) Power Dragon Scale Mail (-3) [40,+27]
     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 Elven Cloak of Luthien [6,+20] (+2)
     +2 intelligence, wisdom, charisma, stealth, speed.
     Provides resistance to acid, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it restores your experience to full.
     It takes 250 turns to recharge after use.
i) a Mithril Shield of Elvenkind [10,+34] (+2 stealth)
     +2 stealth.
     Provides resistance to acid, lightning, fire, cold, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
j) The Golden Crown of Gondor [0,+15] (+3)
     +3 strength, wisdom, constitution, speed.
     Provides resistance to fire, cold, light, blindness, confusion, 
     sound, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Speeds regeneration.
     Grants the ability to see invisible things.
     When activated, it heals 500 hit points.
     It takes 250 turns to recharge after use.
     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) a Pair of Steel Shod Boots of Speed [6,+16] (+9)
     +9 speed.


  [Character Inventory]

a) 2 Books of Magic Spells [Magic for Beginners]
b) 3 Books of Magic Spells [Conjurings and Tricks]
c) 2 Books of Magic Spells [Incantations and Illusions]
d) 2 Books of Magic Spells [Sorcery and Evocations]
e) a Book of Magic Spells [Resistances of Scarabtarices]
     Cannot be harmed by acid, electricity, fire, cold.
f) 2 Books of Magic Spells [Mordenkainen's Escapes]
     Cannot be harmed by acid, electricity, fire, cold.
g) a Violet Mushroom of Vigor
h) 12 Chartreuse Potions of Healing
i) 5 Bubbling Potions of *Healing*
     It can be thrown at creatures with damaging effect.
j) 4 Indigo Potions of Life
     It can be thrown at creatures with damaging effect.
k) 8 Shimmering Potions of Restore Mana
l) 8 Scrolls titled "to dineo pro" of Teleport Level {!*}
m) 5 Scrolls titled "brato litersub" of Holy Prayer
n) 6 Scrolls titled "hatus provus" of Protection from Evil
o) 3 Copper-Plated Rods of Healing {@z1}
     Cannot be harmed by electricity.
p) 3 Cast Iron Rods of Teleport Other {@z3!*}
q) 6 Silver-Plated Rods of Identify {@z4}
     Cannot be harmed by electricity.
r) an Ashen Staff of Banishment (0 charges)
s) 23 Seeker Arrows of Holy Might (4d4) (+16,+19)
     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 480 against
     evil creatures, 720 against dragons, 720 against demons, 720
     against undead, and 240 against normal creatures.
     35% chance of breaking upon contact.
t) 19 Seeker Arrows of Holy Might (4d4) (+21,+14)
     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 430 against
     evil creatures, 645 against dragons, 645 against demons, 645
     against undead, and 215 against normal creatures.
     35% chance of breaking upon contact.
u) 32 Seeker Arrows of Flame (4d4) (+17,+19)
     Cannot be harmed by fire.
     Fired from your current missile launcher, this arrow will hit targets
     up to 160 feet away, inflicting an average damage of 720 against
     dragons, 720 against fire-vulnerable creatures, and 240 against
     normal creatures.
     35% chance of breaking upon contact.
v) 12 Seeker Arrows of Slay Evil (4d4) (+14,+19)
     Fired from your current missile launcher, this arrow will hit targets
     up to 160 feet away, inflicting an average damage of 480 against
     evil creatures, 720 against dragons, and 240 against normal
     creatures.
     35% chance of breaking upon contact.
w) 24 Seeker Arrows of Venom (4d4) (+14,+13) {@f0}
     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 poison-vulnerable creatures, and 210 against
     normal creatures.
     35% chance of breaking upon contact.


  [Home Inventory]

a) a Book of Magic Spells [Tenser's Transformations]
     Cannot be harmed by acid, electricity, fire, cold.
     
b) 22 Chartreuse 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.
c) 3 Bubbling Potions 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.
d) 5 Indigo Potions 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.
e) 30 Shimmering Potions of Restore Mana
     When ingested, it restores your mana points to maximum.
f) 33 Scrolls titled "to dineo pro" of Teleport Level {!*}
     When read, it teleports you one level up or down.
g) 14 Scrolls titled "brato litersub" of Holy Prayer
     When read, it increases your AC and to-hit bonus for 1d48+24 turns.
h) 10 Scrolls titled "hatus provus" of Protection from Evil
     When read, it grants you protection from evil for 1d25 plus 3 time
     s your character level turns.
i) a Bronze Ring of Speed (+12)
     +12 speed.
     
j) 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.
     
k) 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.
l) 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.
m) 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.
n) 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.
o) a Wicker Shield of Preservation [2,+35]
     Provides resistance to confusion, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, dexterity, constitution.
     Stops experience drain.
     
p) The Mithril Shield of Gil-galad [10,+20] (+5)
     +5 wisdom, charisma.
     Provides resistance to acid, lightning, dark, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains wisdom, dexterity, charisma.
     
     When activated, it fires a line of light in all directions, each o
     ne causing 10d8 damage.
     It takes 100 turns to recharge after use.
     Radius 1 light.
q) 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.
r) The Massive Iron Crown of Morgoth [0,+10] (+125)
     +125 strength, intelligence, wisdom, dexterity, constitution, 
     charisma, infravision.
     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) The Great Axe of Durin (4d4) (+10,+20) [+15] (+3)
     +3 strength, constitution, tunneling.
     Provides resistance to acid, fire, fear, light, dark, confusion, 
     chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 110 against orcs, 110 against
     trolls, 110 against demons, 110 against acid-vulnerable creatures, 
     110 against fire-vulnerable creatures, 130 against dragons, and 90
     against normal creatures.
t) The Glaive of Pain (9d6) (+10,+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 121.5 against normal creatures.
u) a Mace of Disruption of Fury (5d8) (+24,+25) (+2)
     +2 strength, attack speed.
     Provides resistance to fear.
     Cannot be harmed by acid, fire.
     Aggravates creatures nearby.
     
     With this weapon, you would currently get 7 blows per round.  Each
     blow will do an average damage of 152.5 against undead, and 107.5
     against normal creatures.
v) The Mighty Hammer 'Grond' (9d9) (+10,+10)
     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 3 blows per round.  Each
     blow will do an average damage of 160 against animals, 160 against
     evil creatures, 205 against orcs, 205 against trolls, 295 against
     dragons, 295 against demons, 295 against undead, and 115 against
     normal creatures.
     Sometimes creates earthquakes on impact.


  [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 4.8.2009 11:56
Last updated on 2.9.2009 07:24

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940. on the Ladder (of 18973)
131. on the Angband Ladder (of 6502)

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On 4.8.2009 11:56 matt@sicasm.org wrote:
This is my first win after years or on and off playing and cheater wins!

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