The Angband Ladder: Boris, Dark Elf Archer by will_asher

  [DaJAngband v1.0.99 8/27/09 update Character Dump]

 Name   Boris                                    Self  RB  CB  EB   Best
 Sex    Male              Age       121   STR:     16  +0  +2  +5  18/50
 Race   Dark Elf          Height     56   INT:  18/68  +2  +0  +5 18/138
 Class  Archer            Weight    125   WIS:     11  -2  -1  +5     13
 Title  Sharp Shooter     Status     42   DEX:  18/45  +2  +2  +0  18/85
 HP     -24/334           Maximize    Y   Con:  18/18  -1  +1  +6  18/78  18/30
 SP     139/149                           CHR:     15  -2  +0  +0     13

 Level           33       Armor    [31,+86]     Saving Throw          60
 Cur Exp     328603       Fight    (+6,+12)     Fighting             157
 Max Exp     328603       Melee   (+13,+12)     Shooting             280
 Adv Exp     393250       Shoot    (+15,+9)     Throwing             184
 MaxDepth    Lev 43       Blows      4/turn     Disarming             84
 Turns      1557522       Shots      2/turn     Magic Device          73
 Gold        242222       Stealth         8     Alertness             29
 Burden   186.8 lbs       Energy       100%     Searching             22

 You are one of several children of a dark elf lord. You have pale
 green eyes, wavy dark reddish hair, and a dark complexion.



      abcdefghijkl@       abcdefghijkl@
 Acid:......+.+.... Blind:.........+...
 Elec:........+.... Confu:......+......
 Fire:........+.... Sound:.............
 Cold:........+.+.. Shard:.............
 Pois:......+...... Nexus:.............
1/2Po:............. Nethr:.............
 Fear:+............ Chaos:..+..........
 Lite:............. Disen:.............

      abcdefghijkl@       abcdefghijkl@
S.Dig:..........+.. Stea.:.......+.....
Feath:............. Alert:.............
PLite:............. Tunn.:.............
Regen:....+........ Speed:..+..........
Telep:.........+... Blows:.............
Dkvis:...........+. Shots:.............
Invis:............. Might:.+...........
FrAct:...........+.      :.............


  [Last Messages]

> The ancient grey dragon misses you.
> The ancient grey dragon bites you.
> The ancient grey dragon misses you. <2x>
> The ancient grey dragon bites you.
> You hit the ancient grey dragon.
> You miss the ancient grey dragon.
> You hit the ancient grey dragon. <2x>
> The ancient grey dragon misses you.
> The ancient grey dragon claws you.
> The ancient grey dragon bites you.
> The cave floor twists in an unnatural way!
> You nimbly dodge the blast!
> The ancient grey dragon breathes force.
> You have been stunned.
> You die.


  [Character Equipment]

a) a long dagger of *Slay Dragon* (1d5) (+7,+5) (+1) {@w1}
   It increases your constitution by 1.  It is especially deadly
   against dragons.  It provides resistance to fear.  
   
   With this weapon, you would currently get 4 blows per round.
   Each blow will do an average damage of 39.5 against dragons, and 
   17.5 against other monsters.  Your chance of scoring a critical hit
   with this weapon is 1 in 22.
   
b) a long bow of Extra Might (ML4) (+9,+9) (+1)
   It increases your shooting power by 1.  
   
   A launcher with an multiplier level (ML) of 4 actually multiplies
   damage by x3.5
   Examine ammo to see average damage.
   
c) a Quartz Ring of Damage of Eregion (+10) (+1 to speed)
   It increases your speed by 1.  It provides resistance to chaos.  
   
d) a Jet Ring of Strength of Warfare (+6,+2) (+3)
   It increases your strength by 3.  It sustains your strength.  
   
e) a Smooth Stone Amulet of Regeneration
   It speeds your regeneration.  
   
f) a brass lantern (13105 turns) {@w4}
   It usually provides light of radius 2.  It cannot be harmed by fire.
   
   
g) The augmented chain mail of Caspanion (-2) [16,+20] (+3)
   It increases your intelligence, wisdom, and constitution by 3.  It
   provides resistance to acid, poison, and confusion.  It activates
   for door and trap destruction every 10 turns.  It cannot be harmed
   by the elements.  
   
h) an elven cloak [2,+8] (+1 to stealth)
   It increases your stealth by 1.  
   
i) a small metal shield of Resistance [3,+10]
   It provides resistance to acid, electricity, fire, and cold.  It
   cannot be harmed by the elements.  
   
j) The hard leather cap of Thranduil [2,+10] (+2)
   It increases your intelligence and wisdom by 2.  It provides
   resistance to blindness.  It grants you the power of telepathy.  It
   cannot be harmed by the elements.  
   
k) The set of mail gauntlets 'Paurnimmen' [2,+15]
   It provides resistance to cold.  It slows your metabolism.  It
   activates for frost bolt (6d8) every 7+d7 turns.  It cannot be
   harmed by the elements.  
   
l) a pair of metal shod boots (Dwarven) [6,+17] (+2)
   It increases your strength and constitution by 2.  It grants you 
   immunity to paralysis and darkvision.  It cannot be harmed by acid 
   or fire.  
   


  [Character Equipment -- Quiver]

n) 3 arrows (acid coated) (1d4) (+3,+4) {@f1=g}
   It cannot be harmed by acid.  
   
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 54.2.  Your chance of scoring a critical shot
   shooting this ammo from your current launcher is 1 in 15.
   
o) 22 arrows (acid coated) (1d4) (+5,+1) {@f1=g}
   It cannot be harmed by acid.  
   
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 43.7.  Your chance of scoring a critical shot
   shooting this ammo from your current launcher is 1 in 15.
   
p) 25 arrows (acid coated) (1d4) (+3,+1) {@f1=g}
   It cannot be harmed by acid.  
   
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 43.7.  Your chance of scoring a critical shot
   shooting this ammo from your current launcher is 1 in 15.
   
q) 21 arrows (acid coated) (1d4) (+3,+0) {@f1=g}
   It cannot be harmed by acid.  
   
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 40.2.  Your chance of scoring a critical shot
   shooting this ammo from your current launcher is 1 in 15.
   
r) 67 arrows (acid coated) (1d4) (+1,+1) {@f1=g}
   It cannot be harmed by acid.  
   
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 43.7.  Your chance of scoring a critical shot
   shooting this ammo from your current launcher is 1 in 16.
   
s) 12 arrows (1d4) (+7,+3) {@f2=g}
   
   
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 50.7.  Your chance of scoring a critical shot
   shooting this ammo from your current launcher is 1 in 15.
   
t) 4 arrows (1d4) (+4,+2) {@f2=g}
   
   
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 47.2.  Your chance of scoring a critical shot
   shooting this ammo from your current launcher is 1 in 15.
   
u) 10 arrows (acid coated) (1d4) (+6,+6) {@f3=g}
   It cannot be harmed by acid.  
   
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 61.2.  Your chance of scoring a critical shot
   shooting this ammo from your current launcher is 1 in 15.
   
v) 32 arrows (acid coated) (1d4) (+3,+7) {@f3=g}
   It cannot be harmed by acid.  
   
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 64.7.  Your chance of scoring a critical shot
   shooting this ammo from your current launcher is 1 in 15.
   
w) 13 arrows of Slay Animal (1d4) (+6,+6) {@f5=g}
   It slays animals.  
   
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 122.4 against animals, and 61.2 against other
   monsters.  Your chance of scoring a critical shot shooting this ammo 
   from your current launcher is 1 in 15.
   


  [Character Inventory]

a) 2 Books of Alchemy [Beginner's Mixing] {@p1}
   
   
b) 3 Books of Alchemy [Commonly Used Potions] {@p2}
   It cannot be harmed by acid.  
   
c) 2 Books of Alchemy [Chemical Detections & Tools] {@p3}
   
   
d) a Book of Alchemy [Quick Getaways: Thieves' edition] {@p4}
   
   
e) 2 Books of Alchemy [Missile Magic] {@p5}
   It cannot be harmed by the elements.  
   
f) 2 Yellow Speckled Potions of Speed {@q7}
   
   
g) 9 Canescent Potions of Cure Critical Wounds {@q1}
   
   
h) a Blue Potion of Healing
   
   
i) 11 Scrolls titled "ditto co la" of Teleport Level {@r7 !*}
   
   
j) 5 Scrolls titled "dignax suptus" of Word of Recall {@r3}
   
   
k) 11 Scrolls titled "pone ulto no" of Identify {@r2}
   
   
l) a Mithril-Plated Rod of Detection {@z3}
   It cannot be harmed by lightning.  
   
m) 5 Rusty Iron Rods of Light {@z4}
   
   
n) a Druj Bone Wand of Teleport Other (5 charges)
   
   
o) a Mandrake Root Wand of Drain Life (3 charges)
   
   
p) a Basilisk Tooth Wand of Cold Balls (5 charges)
   It cannot be harmed by cold.  
   
q) a Maple Staff of Teleportation (1d5) (+0,+0) (0 charges) {@u9}
   
   
   With this weapon, you would currently get 3 blows per round.
   Each blow will do an average damage of 13.7.  Your chance of scoring
   a critical hit with this weapon is 1 in 27.
   
r) 2 Willow Staffs of Treasure & Object Location (1d5) (+0,+0) (18 charges)
   
   
   With this weapon, you would currently get 3 blows per round.
   Each blow will do an average damage of 13.7.  Your chance of scoring
   a critical hit with this weapon is 1 in 27.
   
s) a Rowan Staff of Detect Invisible of Natural Light (1d5) (+23,+8) (19
charges)
   It slays undead.  It provides resistance to dark and nether.  It
   sustains your charisma.  It usually provides light of radius 1.  It 
   is blessed by the gods and is good and hates evil.  It grants you 
   the ability to see invisible things.  It cannot be harmed by fire.  
   
   With this weapon, you would currently get 3 blows per round.
   Each blow will do an average damage of 35.1 against undead, and 21.7
   against other monsters (add +1.6 damage against creatures vulnerable
   to light).  Your chance of scoring a critical hit with this weapon
   is 1 in 15.
   
t) The sabre 'Careth Asdriag' (1d7) (+8,+8) (+1) {@w0}
   It increases your attack speed by 1.  It slays animals, orcs, trolls,
   giants, and dragons.  It cannot be harmed by the elements.  
   
   With this weapon, you would currently get 4 blows per round.
   Each blow will do an average damage of 30.4 against animals, 38.1
   against orcs, 38.1 against trolls, 38.1 against giants, 38.1 against
   dragons, and 22.7 against other monsters.  Your chance of scoring a
   critical hit with this weapon is 1 in 21.
   


  [Home Inventory]

a) 4 Books of Alchemy [Missile Magic] {@p5}
   It cannot be harmed by the elements.  
   
b) a Mauve Potion of Purity
   
   
c) 6 Yellow Speckled Potions of Speed {@q7}
   
   
d) 6 Blue Potions of Healing
   
   
e) 3 Smoky Potions of Restore Mana
   
   
f) 18 Scrolls titled "purruo si ca" of Teleportation {@r9 !*}
   
   
g) 99 Scrolls titled "ditto co la" of Teleport Level {@r7 !*}
   
   
h) 2 Scrolls titled "eto cor" of *Identify*
   
   
i) a Scroll titled "antus hor" of Recharging
   
   
j) 2 Scrolls titled "equanus" of Deep Descent {@r7 !*}
   
   
k) a Scroll titled "lortor cedo" of *Destruction*
   
   
l) 6 Druj Bone Wands of Teleport Other (46 charges)
   
   
m) 4 Maple Staffs of Teleportation (1d5) (+0,+0) (24 charges) {@u9}
   
   
   With this weapon, you would currently get 3 blows per round.
   Each blow will do an average damage of 13.7.  Your chance of scoring
   a critical hit with this weapon is 1 in 27.
   
n) a Redwood Staff of Mapping of Acid (1d5) (+4,+8) (8 charges)
   It is branded with acid.  It provides resistance to acid.  It cannot
   be harmed by acid.  
   
   With this weapon, you would currently get 3 blows per round.
   Each blow will do an average damage of 35.1 against acid-vulnerable
   creatures, and 21.7 against other monsters.  Your chance of scoring
   a critical hit with this weapon is 1 in 24.
   
o) an Onyx Ring of Sustain Sneakiness of Eregion (+1 to speed)
   It increases your speed by 1.  It sustains your dexterity and 
   charisma.  It grants you the ability to see invisible things.  
   
p) a Jade Ring of Free Action
   It grants you immunity to paralysis.  
   
q) a Marble Ring of Constitution of Warfare (+7,+3) (+3)
   It increases your constitution by 3.  It sustains your constitution.
   
   
r) a Tortoise Shell Amulet of Teleportation of Teleport Control
   It grants you teleport control, but it also induces random
   teleportation.  
   
s) soft leather armour of Resistance [4,+14]
   It provides resistance to acid, electricity, fire, and cold.  It
   cannot be harmed by the elements.  
   
t) a large metal shield of Dragonbreath Blocking [6,+7]
   It provides damage reduction against monster breath.  It cannot be
   harmed by the elements.  
   
u) The pair of soft leather boots of Wormtongue (-8,-8) [2,+0] (+3)
   It increases your intelligence and dexterity by 3.  It increases
   your stealth and speed by 3.  It makes you fall like a feather.  It 
   sometimes causes you to hit yourself.  It activates for phase door
   every 20 turns.  It cannot be harmed by the elements.  
   
v) a broad sword of Westernesse (2d5) (+14,+7) (+2 to alertness)
   It increases your strength, dexterity, and constitution by 2.   It
   increases your alertness by 10.  It slays orcs, trolls, and giants.  
   It grants you immunity to paralysis.  
   
   With this weapon, you would currently get 3 blows per round.
   Each blow will do an average damage of 50.6 against orcs, 50.6
   against trolls, 50.6 against giants, and 26.2 against other monsters. 
   Your chance of scoring a critical hit with this weapon is 1 in 12.
   
w) a mace of Fury (2d4) (+9,+16) (+1) {@w2}
   It increases your strength by 1.  It increases your attack speed by
   1.  It provides resistance to fear and charming.  It aggravates
   creatures around you.  It cannot be harmed by acid or fire.  
   
   With this weapon, you would currently get 4 blows per round.
   Each blow will do an average damage of 34.  Your chance of scoring a
   critical hit with this weapon is 1 in 15.
   
x) a great axe of Extra Attacks (4d4) (+7,+8) (+1) {@w0}
   It increases your attack speed by 1.  
   
   With this weapon, you would currently get 2 blows per round.
   Each blow will do an average damage of 33.7.  Your chance of scoring
   a critical hit with this weapon is 1 in 11.
   
y) a war hammer (Defender) (3d3) (+12,+16) [+3] (+4 to stealth)
   It increases your stealth by 4.   It increases your alertness by 20.
   It provides resistance to acid, electricity, fire, and cold.  It
   sustains your strength.  It speeds your regeneration.  It grants you 
   immunity to paralysis.  It cannot be harmed by the elements.  
   
   With this weapon, you would currently get 2 blows per round.
   Each blow will do an average damage of 35.  Your chance of scoring a
   critical hit with this weapon is 1 in 15.
   
z) a light crossbow of Extra Might (ML4) (+13,+13) (+1)
   It increases your shooting power by 1.  
   
   A launcher with an multiplier level (ML) of 4 actually multiplies
   damage by x3.5
   Examine ammo to see average damage.
   
{) 19 seeker bolts (4d5) (+5,+5)
   
   
|) a salamander tooth (1d4) (+6,+1)
   It is branded with fire.  
   
   With this weapon, you would currently get 4 blows per round.
   Each blow will do an average damage of 19.1 against fire-vulnerable
   creatures, and 11.7 against other monsters.  Your chance of scoring
   a critical hit with this weapon is 1 in 26.
   


  [Options]

Adult: Maximize effect of race/class bonuses : yes (adult_maximize)
Adult: Randomize some of the artifacts (beta): no  (adult_randarts)
Adult: Auto-scum for good levels             : yes (adult_autoscum)
Adult: Restrict the use of stairs/recall     : no  (adult_ironman)
Adult: Restrict the use of stores/home       : no  (adult_no_stores)
Adult: Restrict creation of artifacts        : no  (adult_no_artifacts)
Adult: Don't stack objects on the floor      : no  (adult_no_stacking)
Adult: Preserve artifacts when leaving level : no  (adult_no_preserve)
Adult: Don't generate connected stairs       : yes (adult_no_stairs)
Adult: Enable selling to shops               : no  (adult_cansell)
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    : yes (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 24.10.2009 00:43
Last updated on 29.10.2009 00:00

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6. on the Competition No.76 Ladder (of 13)

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On 24.10.2009 00:43 will_asher wrote:
After recalling back to town from the dungeon level 11 with a greater vault that I couldn't get in to.

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