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  • Mondkalb
    Knight
    • Apr 2007
    • 982

    Yawp

    I herewith announce my first ranger winner.
    Allthough I had been playing rangers for many years I never managed to win with this class - until today.
    This is my fourth winner, and the second best after two paladins and one rogue.
    I had a terrible time searching for ammo. My first attempt was a miss and I had to retreat. I searched the dungeon up and down but couldn't find decent arrows. I finally took some 4d4 arrows and a full stack of 1d4 arrows and prepared the battleground with a plaster of runes of protection. (The Bow of the Bard does it anyway. ^^)

    My four good fellows :


    Code:
      [Angband 3.1.1 dev (r1219) Character Dump]
    
     Name   Ilion                                    Self  RB  CB  EB   Best
     Sex    Male         Age            117   STR! 18/100  +1  +2 +21 18/***
     Race   High-Elf     Height          83   INT! 18/100  +3  +2  +7 18/***
     Class  Ranger       Weight         183   WIS! 18/100  -1  +0  +6 18/150
     Title  ***WINNER*** Social  Role model   DEX! 18/100  +3  +1  +5 18/190
     HP     1005/1005    Maximize         Y   CON! 18/100  +1  +1 +12 18/***
     SP     125/385                           CHR! 18/100  +5  +1  +9 18/***
    
    
     Level               50   Armor   [28,+111]     Saving Throw        100%
     Cur Exp       13828001   Fight   (+49,+42)     Stealth           Heroic
     Max Exp       13828001   Melee   (+61,+58)     Fighting       Legendary
     Adv Exp       ********   Shoot   (+66,+19)     Shooting       Legendary
     MaxDepth  5000' (L100)   Blows      5/turn     Disarming            97%
     Turns          1806310   Shots      3/turn     Magic Device   Legendary
     Gold           1517240   Infra       40 ft     Perception       1 in 20
     Burden       186.7 lbs   Speed          36     Searching            27%
    
     You are one of several children of a Telerin Archer.  You have light
     green 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) The Bastard Sword of Eowyn (4d4) (+12,+16) (+4 stealth)
         +4 strength, charisma, stealth, speed.
         Provides resistance to cold, fear, dark, nether.
         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 82.9 against animals, 82.9
         against evil creatures, 94.2 against giants, 116.8 against undead, 
         and 71.6 against normal creatures.
         
         With this item, you can expect to clear rubble in 1.7 turns, magma
         veins in 3.8 turns, quartz veins in 8.5 turns, and granite in 22 
         turns.
    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) a Lapis Lazuli Ring of Speed (+16)
         +16 speed.
    d) 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 888 to 1320 turns to recharge after use at your current
         speed.
    e) a Golden Amulet of Weaponmastery (+4,+4) (+3)
         +3 strength.
         Provides resistance to fear, disenchantment.
         Sustains strength, constitution.
         Prevents paralysis.
    f) The Arkenstone of Thrain
         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, traps, doors, stairs, and all 
         creatures nearby.
         It takes 136 to 264 turns to recharge after use at your current
         speed.
         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) an Elven Cloak of the Magi [6,+13] (+4)
         +4 intelligence, stealth.
         Cannot be harmed by acid.
         Sustains intelligence.
         Radius 1 light.
    i) The Small Metal Shield of Thorin [4,+25] (+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 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 1100 turns to recharge after use at your current speed.
         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 Iron Shod Boots of Speed [3,+14] (+9)
         +9 speed.
    
    
      [Character Inventory]
    
    a) 3 Books of Magic Spells [Magic for Beginners]
    b) 2 Books of Magic Spells [Conjurings and Tricks]
    c) 3 Books of Magic Spells [Incantations and Illusions]
    d) 3 Books of Magic Spells [Sorcery and Evocations]
    e) a Book of Magic Spells [Resistances of Scarabtarices] {!d!k!v!s}
         Cannot be harmed by acid, electricity, fire, cold.
    f) a Book of Magic Spells [Raal's Tome of Destruction] {!d!k!v!s}
         Cannot be harmed by acid, electricity, fire, cold.
    g) a Book of Magic Spells [Mordenkainen's Escapes] {!d!k!v!s}
         Cannot be harmed by acid, electricity, fire, cold.
    h) a Book of Magic Spells [Tenser's Transformations] {!d!k!v!s}
         Cannot be harmed by acid, electricity, fire, cold.
    i) 2 Orange Speckled Potions of Life
         It can be thrown at creatures with damaging effect.
    j) 2 Scrolls titled "jus do abo vus" of *Destruction* {!*}
    k) 2 Aluminum Rods of Magic Mapping
    l) 3 Titanium Rods of Healing (3 charging)
         Cannot be harmed by electricity.
    m) a Tin Rod of Polymorph
    n) 4 Aluminum-Plated Rods of Teleport Other (2 charging)
    o) 6 Cypress Staves of Healing (7 charges)
    p) 6 Redwood Staves of the Magi (6 charges)
    q) The Ring of Power 'Narya' (+6,+6) (+1) (charging)
         +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 897 to 1760 turns to recharge after use at your current
         speed.
    r) 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 888 to 1320 turns to recharge after use at your current
         speed.
    s) 44 Arrows of Flame (1d4) (+10,+10)
         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 500.8 against
         dragons, 500.8 against fire-vulnerable creatures, and 166.9
         against normal creatures.
         35% chance of breaking upon contact.
    
    
      [Home Inventory]
    
    a) a Brass Amulet of Trickery (+3)
         +3 dexterity, stealth, infravision, speed.
         +15%  to searching.
         Provides resistance to poison, nexus.
         Sustains dexterity.
         
    b) The Palantir of Westernesse (+2)
         +2 intelligence, wisdom, infravision.
         +10%  to searching.
         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 224 to 440 turns to recharge after use at your current
         speed.
         Radius 3 light.
    c) Law Dragon Scale Mail (-2) [30,+29]
         Provides resistance to sound, shards.
         Cannot be harmed by acid, electricity, fire, cold.
         
         When activated, it allows you to breathe sound/shards for 230 dama
         ge.
         It takes 1324 to 2640 turns to recharge after use at your current
         speed.
    d) 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 44 turns to recharge after use at your current speed.
    e) The Metal Brigandine Armour of the Rohirrim [20,+15] (+2)
         +2 strength, dexterity.
         Provides resistance to acid, lightning, fire, cold, fear, 
         confusion, sound.
         Cannot be harmed by acid, electricity, fire, cold.
         
    f) The Full Plate Armour of Isildur [26,+25] (+1)
         +1 constitution.
         Provides resistance to acid, lightning, fire, cold, confusion, 
         sound, nexus.
         Cannot be harmed by acid, electricity, fire, cold.
         
    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 8 turns to recharge after use at your current speed.
    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 2200 turns to recharge after use at your current speed.
    i) The Hard Leather Armour of Himring [8,+15]
         Provides resistance to poison, nether, chaos.
         Cannot be harmed by acid, electricity, fire, cold.
         
         When activated, it grants you protection from evil for 1d25 plus 3 
         times your character level turns.
         It takes 444 to 880 turns to recharge after use at your current
         speed.
    j) The Leather Scale Mail 'Thalkettoth' (-1) [10,+25] (+3)
         +3 dexterity, speed.
         Provides resistance to acid, shards.
         Cannot be harmed by acid, electricity, fire, cold.
         
    k) a Wicker Shield of Preservation [2,+30]
         Provides resistance to nether, disenchantment.
         Cannot be harmed by acid, electricity, fire, cold.
         Sustains strength, dexterity, constitution.
         Stops experience drain.
         
    l) The Leather Shield of the Haradrim [4,+15] (+2)
         +2 strength, constitution.
         Provides resistance to poison, fear, blindness.
         Cannot be harmed by acid, electricity, fire, cold.
         Sustains strength, constitution.
         Aggravates creatures nearby.
         
         When activated, it puts you in a berserker rage for d50+50 turns.
         It takes 220 turns to recharge after use at your current speed.
    m) The Leather Shield of Celegorm [4,+18]
         Provides resistance to acid, lightning, fire, cold, light, dark.
         Cannot be harmed by acid, electricity, fire, cold.
         
    n) The Large Metal Shield of Anarion [5,+20]
         Provides resistance to acid, lightning, fire, cold.
         Cannot be harmed by acid, electricity, fire, cold.
         Sustains strength, intelligence, wisdom, dexterity, constitution, 
         charisma.
         
    o) 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 440 turns to recharge after use at your current speed.
         Radius 1 light.
    p) The Hard Leather Cap of Thranduil [2,+10] (+2)
         +2 intelligence, wisdom.
         Provides resistance to blindness.
         Cannot be harmed by acid, electricity, fire, cold.
         Grants telepathy.
         
    q) The Iron Helm of Dor-Lomin [5,+20] (+4)
         +4 strength, dexterity, constitution.
         Provides resistance to acid, lightning, fire, cold, fear.
         Cannot be harmed by acid, electricity, fire, cold.
         Grants telepathy.
         Grants the ability to see invisible things.
         
         Radius 1 light.
    r) 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.
         It takes 246 to 484 turns to recharge after use at your current
         speed.
    s) The Pair of Steel Shod Boots of Thror [6,+20] (+3)
         +3 strength, constitution, speed.
         Provides resistance to fear.
         Cannot be harmed by acid, electricity, fire, cold.
         
    t) The Zweihander 'Gurthang' (3d6) (+13,+17) (+2)
         +2 strength.
         Provides resistance to fire, poison.
         Cannot be harmed by acid, electricity, fire, cold.
         Slows your metabolism.
         Speeds regeneration.
         Prevents paralysis.
         
         With this weapon, you would currently get 5 blows per round.  Each
         blow will do an average damage of 98.5 against fire-vulnerable
         creatures, 98.5 against poison-vulnerable creatures, 122.9 against
         dragons, and 74.2 against normal creatures.
         
         With this item, you can expect to clear rubble in 1.6 turns, magma
         veins in 3.6 turns, quartz veins in 8.0 turns, and granite in 20 
         turns.
    u) 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 96.9 against evil creatures, 
         113.2 against poison-vulnerable creatures, 145.9 against undead, 
         and 80.5 against normal creatures.
         
         With this item, you can expect to clear rubble in 1.5 turns, magma
         veins in 3.3 turns, quartz veins in 7.2 turns, and granite in 18 
         turns.
    v) The Scythe 'Avavir' (5d3) (+8,+8) [+10] (+3)
         +3 dexterity, charisma.
         Provides resistance to fire, cold, light.
         Cannot be harmed by acid, electricity, fire, cold.
         Prevents paralysis.
         Grants the ability to see invisible things.
         
         When activated, it returns you from the dungeon or takes you to th
         e dungeon after a short delay.
         It takes 880 turns to recharge after use at your current speed.
         Radius 1 light.
         With this weapon, you would currently get 5 blows per round.  Each
         blow will do an average damage of 87.2 against fire-vulnerable
         creatures, 87.2 against frost-vulnerable creatures, and 63.6
         against normal creatures.
         
         With this item, you can expect to clear rubble in 1.6 turns, magma
         veins in 3.4 turns, quartz veins in 7.6 turns, and granite in 19 
         turns.
    w) a Scythe of Extra Attacks (5d3) (+15,+18) (+2)
         +2 attack speed.
         
         With this weapon, you would currently get 7 blows per round.  Each
         blow will do an average damage of 75.4 against normal creatures.
         
         With this item, you can expect to clear rubble in 1.6 turns, magma
         veins in 3.4 turns, quartz veins in 7.6 turns, and granite in 19 
         turns.
    x) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10)
         +10 speed.
         Provides resistance to fire.
         Cannot be harmed by acid, electricity, fire, cold.
         
    
    
      [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)
    Last edited by Mondkalb; May 29, 2009, 19:03.
    My Angband winners so far

    My FAangband efforts so far
  • Pete Mack
    Prophet
    • Apr 2007
    • 6883

    #2
    You could have just used the scythe +attacks and another Ring of Power. 620 dam/turn in melee is plenty. No reason to search for ammo! Also, it's nice to be able to use a really top-notch ego weapon on the bosses--not a chance you often get.

    Comment

    • Mondkalb
      Knight
      • Apr 2007
      • 982

      #3
      I thought about that, but then I would have lost rNether from Eowyn and with another shield to cover rNether I would have loosed too many HP.
      I also was a little scarce on healing potions so I had to depend on the staves of healing. That wouldn't have been possible in melee because of Morgoth's draining attacks.
      I am also glad that I kept Eowyn because Morgoth summoned plenty of Undead - their nether attacks could have killed me easily.

      And finally: no true ranger should win in melee.
      Last edited by Mondkalb; May 30, 2009, 20:22.
      My Angband winners so far

      My FAangband efforts so far

      Comment

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