The Angband Ladder: MITZE, Green-Elf Ranger by MITZE

  [FAangband 2.0.1 Character Dump]

 Name   MITZE        Age             53          Self  RB  CB  EB   Best
 Race   Green-Elf    Height        6'9"   STR:  18/92  -1  +0  +6 18/142
 Class  Ranger       Weight    13st 7lb   INT:     13  -1  +0  +5     17
 Title  Pathfinder   Turns used:          WIS:     17  +2  +2  +2  18/50
 HP     -117/362     Game        379912   DEX! 18/100  +2  +1  +0 18/130
 SP     38/69        Standard     41867   CON:     18  -1  -1  +2     18
 Gold   50790        Resting       7160

 Level                 36    Armor      [28,+74]    Saving Throw     75%
 Cur Exp           497771    Melee    3d10,+152%    Stealth       Superb
 Max Exp           497771    To-hit       67,+65    Disarm - phys.   94%
 Adv Exp           525000    Blows      3.8/turn    Disarm - magic   56%
 Burden          175.7 lb    Shoot to-dam    +18    Magic Devices     67
 Overweight       -4.2 lb    To-hit       85,+70    Searching        76%
 Max Depth    2750' (L55)    Shots      1.9/turn    Infravision    20 ft
                                                    Speed       1.1x (1)

 Recall pts: Ephel Brandir Town, Amon Rûdh 30, Nargothrond 53


 You were born by the River Adurant.  You are one of several children
 of an Archer.  You have light grey eyes, straight black hair, and a
Resistances              Abilities
 Acid:+.....+.+....  79% pFear:...+........!
 Elec:+.....+.+....  79% pBlnd:....+....+...
 Fire:+.....+.+..+.  87% pConf:....+........
 Cold:+.+...+.+..+.  92% pStun:.............
 Pois:............+  40% HLife:.............
Light:........+..+.  64% Regen:.............
 Dark:.............   0%   ESP:.........+...
Sound:.............   0% S.Inv:....+........
Shard:.............   0% FrAct:..........+..
Nexus:......+......  51% Feath:....+........
Nethr:.............   0% S.Dig:.............
Chaos:.............   0% TrpIm:.............
Disen:......+......  50% Darkn:.............

Modifiers                Hindrances
Stea.:......113.... 5    ImpHP:.............
Sear.:............. 0    ImpSP:.............
Infra:............2 2     Fear:.............
Tunn.:............. 0    Aggrv:.............
Speed:.......1....* 11   NoTel:.............
Blows:............. 0    DrExp:.............
Shots:............. 0    Stick:.............
Might:............. 0    Fragl:.............
Light:.....4....... 4
D.Red:............. 0
MMast:............. 0
Moves:............. 0


  [Last Messages]

> The Arrow of Acid breaks.
> Glaurung, Father of the Dragons grunts with pain.
> Glaurung, Father of the Dragons breathes fire.
> You have 15 Scrolls of Phase Door {@r4} (f).
> Glaurung, Father of the Dragons speeds up.
> You feel very good.
> You have 25 Potions of Cure Critical Wounds {@q1} (c).
> You feel very good.
> You have 24 Potions of Cure Critical Wounds {@q1} (c).
> You have 0 charges remaining.
> Glaurung, Father of the Dragons grunts with pain.
> You have 4 charges remaining.
> Glaurung, Father of the Dragons grunts with pain.
> Glaurung, Father of the Dragons breathes poison.
> You die.

Killed by Glaurung, Father of the Dragons.

  [Character Equipment]

a) the Lochaber Axe of the Marches (3d10) (+12,+17)
     Dropped by a lesser Balrog in Nargothrond 49
     
     Slays evil creatures.
     Provides resistance to Acid (45%), Lightning (45%), Fire (45%),
     Cold (45%).
     Cannot be harmed by Acid, Fire.
     preferring two-handed wielding.  
     
     Combat info:
     3.8 blows/round.
     With +3 STR and +0 DEX you would get 4.0 blows
     With +0 STR and +2 DEX you would get 4.3 blows
     Average damage/round: 348.6 vs evil creatures and 233 vs. others.
     
     
     Pole-mounted weapons are often cumbersome and may require two
     hands to wield, but some offer both a high degree of protection
     and powerful attacks.
b) a Long Bow of Velocity (x3) (+17,+18)
     Found lying on the floor in a vault in Nargothrond 49
     
     powerful shooting.  
     
     
     Missile launchers allow you to inflict damage from a distance
     without using magic.
c) a Ring of Combat (+0,+11)
     Bought from a store
     
     Provides resistance to Cold (34%).
     
     
     You may wear a ring upon each of your two ring fingers, and
     benefit or suffer from the magics it contains.
d) a Ring of Combat (+5,+5) <+1>
     Bought from a store
     
     +1 strength.
     Provides protection from fear.
     
     
     You may wear a ring upon each of your two ring fingers, and
     benefit or suffer from the magics it contains.
e) an Amulet of Clarity
     Found lying on the floor in Nargothrond 49
     
     Provides protection from blindness, confusion.
     Feather Falling.  Grants the ability to see invisible things.  
     
     
     Amulets slip around your neck, and almost all have magics wondrous
     or perilous bound inside.
f) the Lamp of Gwindor <+4> {@A0}
     Taken from a chest found in Arena Town
     
     +4 light.
     Cannot be harmed by Fire.
     Intensity 4 light.
     
     When activated, it illuminates the surrounding area, dealing 2d15
     damage to light-sensitive monsters.
     Takes 23 to 42 turns to recharge at your current speed.
     Your chance of success is 96.4%
     
     
     An adventurer who cannot see is dog food.  The further away your
     illumination ends, the greater your chance to ready yourself for
     desperate combat.
g) Soft Leather Armour of Elvenkind [8,+16] <+1>
     Found lying on the floor in a vault in Nargothrond 41
     
     +1 stealth.
     Provides resistance to Acid (40%), Lightning (40%), Fire (40%),
     Cold (40%), Nexus (51%), Disenchantment (50%).
     Cannot be harmed by Acid, Fire.
     
     
     Some kind of body protection will become a necessity as you face
     ever more dangerous opponents; rare items of this type may hold
     many and varied protective magics.
h) an Elven Cloak [6,+5] <+1>
     Dropped by an olog in Arena Town
     
     +1 stealth.
     +1 speed.
     
     
     Experienced adventurers wrap a cloak around their body.  Some rare
     items of this type may allow you to slip silently around less
     alert enemies.
i) a Large Metal Shield of Elvenkind [12,+17] <+3>
     Found lying on the floor in Nargothrond 39
     
     +3 stealth.
     Provides resistance to Acid (35%), Lightning (35%), Fire (35%),
     Cold (35%), Light (40%).
     Cannot be harmed by Acid.
     
     
     Shields can be worn on your arm, or on your back if you need both
     hands to use your weapon.  So protective can a shield be that it
     can reduce damage as much or more than body armour, and you can
     perhaps deflect physical missiles (even shards) or take advantage
     of opportunities to bash your foe if you have one on your arm.
j) the Hard Leather Cap of Mablung [2,+10] <+2>
     Found lying on the floor in Nargothrond 47
     
     
     It was borne by Mablung, chief hunter of King Thingol.
     +2 intelligence.
     +2 wisdom.
     Provides protection from blindness.
     Cannot be harmed by Acid.
     Grants telepathy.  
     
     
     Many a blow will be struck upon your head, and protection here
     will certainly be helpful.  Some rare items may protect and
     enhance your mind.
k) the Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+12] <+2>
     Taken from a chest found in Arena Town
     
     +2 strength.
     +2 constitution.
     Cannot be harmed by Acid, Fire.
     Prevents paralysis.  
     
     
     Your hands would benefit from protection too.
l) the Pair of Steel Shod Boots Lenur [7,+8] <+3>
     Found lying on the floor in a vault in Amon Rûdh 22
     
     +3 strength.
     +3 intelligence.
     Provides resistance to Fire (35%), Cold (35%), Light (40%).
     Cannot be harmed by Acid, Fire.
     
     
     Footwear protects the feet only, but some rare items of this type
     have magics to render them fleet, light, or steady.




  [Character Inventory]

a) 3 Books of Nature Magics [Lesser Charms] {@G1@b1@m1}
     
     You can read this book.
     
     
     A runed volume with earthly and natural magics inscribed in brown
     and rich greens.
b) a Book of Nature Magics [Nature Craft] {@G2@b2@m2}
     Cannot be harmed by Fire.
     
     You can read this book.
     
     
     A runed volume with earthly and natural magics inscribed in brown
     and rich greens.
c) 24 Potions of Cure Critical Wounds {@q1}
     
     Healers, alchemists, and sages create potions in vast quantities,
     and store them in small flasks of clear glass or gleaming crystal.
      Once quaffed, a potion is guaranteed to work, but not every
     strange liquid was mixed for your benefit...
d) 2 Potions of Restore Mana {@q8}
     
     Healers, alchemists, and sages create potions in vast quantities,
     and store them in small flasks of clear glass or gleaming crystal.
      Once quaffed, a potion is guaranteed to work, but not every
     strange liquid was mixed for your benefit...
e) 15 Potions of Heroism {@q3}
     
     Healers, alchemists, and sages create potions in vast quantities,
     and store them in small flasks of clear glass or gleaming crystal.
      Once quaffed, a potion is guaranteed to work, but not every
     strange liquid was mixed for your benefit...
f) 15 Scrolls of Phase Door {@r4}
     
     One will often find sheets of parchment with magic spells.  They
     are easy to read, and are a warrior or paladin's best chance at
     making use of magic.
g) 2 Scrolls of Banishment {!r}
     
     One will often find sheets of parchment with magic spells.  They
     are easy to read, and are a warrior or paladin's best chance at
     making use of magic.
h) 3 Scrolls of Word of Recall {!r}
     
     One will often find sheets of parchment with magic spells.  They
     are easy to read, and are a warrior or paladin's best chance at
     making use of magic.
i) 16 Scrolls of Holy Chant {@r3}
     
     One will often find sheets of parchment with magic spells.  They
     are easy to read, and are a warrior or paladin's best chance at
     making use of magic.
j) 5 Rods of Treasure Location {@z0}
     
     The magics stored in rods never run out, given enough time between
     uses to recover.  Rods can do a lot of damage, but they affect
     only small areas.  Bolt spells in rods seldom or never beam.
k) 4 Rods of Teleport Other (3 charging) {@z4}
     
     The magics stored in rods never run out, given enough time between
     uses to recover.  Rods can do a lot of damage, but they affect
     only small areas.  Bolt spells in rods seldom or never beam.
l) a Rod of Disable Traps {@z6}
     
     The magics stored in rods never run out, given enough time between
     uses to recover.  Rods can do a lot of damage, but they affect
     only small areas.  Bolt spells in rods seldom or never beam.
m) 5 Rods of Light {@z5}
     
     The magics stored in rods never run out, given enough time between
     uses to recover.  Rods can do a lot of damage, but they affect
     only small areas.  Bolt spells in rods seldom or never beam.
n) 3 Wands of Cold Balls (4 charges) {@a0}
     
     Wands hold a variety of spells, useful both in combat and for
     exploration.  Bolt spells in wands often beam, and ball spells
     affect large areas.  Once its charges are exhausted, a wand is
     useless until recharged.
o) 2 Wands of Teleport Other (14 charges) {@a4}
     
     Wands hold a variety of spells, useful both in combat and for
     exploration.  Bolt spells in wands often beam, and ball spells
     affect large areas.  Once its charges are exhausted, a wand is
     useless until recharged.
p) a Wand of Dragon's Flame (1 charge)
     Cannot be harmed by Lightning.
     
     
     Wands hold a variety of spells, useful both in combat and for
     exploration.  Bolt spells in wands often beam, and ball spells
     affect large areas.  Once its charges are exhausted, a wand is
     useless until recharged.
q) a Wand of Dragon's Frost (0 charges)
     Cannot be harmed by Lightning.
     
     
     Wands hold a variety of spells, useful both in combat and for
     exploration.  Bolt spells in wands often beam, and ball spells
     affect large areas.  Once its charges are exhausted, a wand is
     useless until recharged.
r) a Staff of Confuse Monsters (0 charges)
     
     Staffs are heavy, and take up plenty of space in your backpack,
     but can hold a lot of sometimes powerful spells that affect large
     areas.  Staffs recharge easily and well.
s) a Staff of Slow Monsters (0 charges) {@u2}
     
     Staffs are heavy, and take up plenty of space in your backpack,
     but can hold a lot of sometimes powerful spells that affect large
     areas.  Staffs recharge easily and well.
t) 3 Staves of Teleportation (17 charges) {@u4}
     
     Staffs are heavy, and take up plenty of space in your backpack,
     but can hold a lot of sometimes powerful spells that affect large
     areas.  Staffs recharge easily and well.




  [Character Quiver]

0) 10 Arrows of Wounding (2d5) (+13,+17) {=g@f0}
     Combat info:
     When fired, hits targets up to 90 feet away.
     Average damage/round: 137.3.
     35% chance of breaking upon contact.
     
     
     Bow ammo.
1) 22 Arrows of Hurt Animal (2d4) (+9,+7) {=g@f1}
     Slays animals.
     
     Combat info:
     When fired, hits targets up to 90 feet away.
     Average damage/round: 180.1 vs animals and 105.8 vs. others.
     35% chance of breaking upon contact.
     
     
     Bow ammo.
2) 7 Arrows of the Noldor (2d5) (+5,+8) {=g@f2}
     Slays giants, trolls, orcs.
     
     Combat info:
     When fired, hits targets up to 90 feet away.
     Average damage/round: 256.7 vs giants, trolls, and orcs, and 127.9
     vs. others.
     35% chance of breaking upon contact.
     
     
     Bow ammo.
3) an Arrow of Hurt Undead (2d4) (+8,+6) {=g@f3}
     Slays undead.
     
     Combat info:
     When fired, hits targets up to 90 feet away.
     Average damage/round: 210 vs undead and 104.6 vs. others.
     35% chance of breaking upon contact.
     
     
     Bow ammo.
4) 2 Arrows of Hurt Evil (2d5) (+6,+11) {=g@f4}
     Slays evil creatures.
     
     Combat info:
     When fired, hits targets up to 90 feet away.
     Average damage/round: 196.5 vs evil creatures and 130.7 vs.
     others.
     35% chance of breaking upon contact.
     
     
     Bow ammo.
8) 21 Arrows of Electricity (2d4) (+6,+8) {=g@f8}
     Branded with lightning.
     
     Combat info:
     When fired, hits targets up to 90 feet away.
     Average damage/round: 181.7 vs creatures not resistant to
     lightning and 106.5 vs. others.
     35% chance of breaking upon contact.
     
     
     Bow ammo.
9) 15 Arrows of Acid (2d6) (+5,+6) {=g@f9}
     Branded with acid.
     Cannot be harmed by Acid.
     
     Combat info:
     When fired, hits targets up to 90 feet away.
     Average damage/round: 249.6 vs creatures not resistant to acid and
     146.4 vs. others.
     35% chance of breaking upon contact.
     
     
     Bow ammo.


  [Home Inventory]

a) 5 Mushrooms of Emergency {!E}
     
     Deep in the murky dungeons strange mushrooms grow, and monsters
     rout about sealed packets of food that their owners will never
     need again.
b) 13 Potions of Healing
     
     Healers, alchemists, and sages create potions in vast quantities,
     and store them in small flasks of clear glass or gleaming crystal.
      Once quaffed, a potion is guaranteed to work, but not every
     strange liquid was mixed for your benefit...
c) 7 Potions of *Healing*
     It can be thrown at creatures with damaging effect.
     
     
     Healers, alchemists, and sages create potions in vast quantities,
     and store them in small flasks of clear glass or gleaming crystal.
      Once quaffed, a potion is guaranteed to work, but not every
     strange liquid was mixed for your benefit...
d) 3 Potions of Restore Mana {@q8}
     
     Healers, alchemists, and sages create potions in vast quantities,
     and store them in small flasks of clear glass or gleaming crystal.
      Once quaffed, a potion is guaranteed to work, but not every
     strange liquid was mixed for your benefit...
e) 11 Scrolls of Teleportation
     
     One will often find sheets of parchment with magic spells.  They
     are easy to read, and are a warrior or paladin's best chance at
     making use of magic.
f) 20 Scrolls of Recharging {!r}
     
     One will often find sheets of parchment with magic spells.  They
     are easy to read, and are a warrior or paladin's best chance at
     making use of magic.
g) 3 Scrolls of Deep Descent {!r}
     
     One will often find sheets of parchment with magic spells.  They
     are easy to read, and are a warrior or paladin's best chance at
     making use of magic.
h) 2 Scrolls of *Destruction* {!r}
     
     One will often find sheets of parchment with magic spells.  They
     are easy to read, and are a warrior or paladin's best chance at
     making use of magic.
i) 2 Staves of Confuse Monsters (9 charges)
     
     Staffs are heavy, and take up plenty of space in your backpack,
     but can hold a lot of sometimes powerful spells that affect large
     areas.  Staffs recharge easily and well.
j) 3 Staves of Slow Monsters (14 charges) {@u2}
     
     Staffs are heavy, and take up plenty of space in your backpack,
     but can hold a lot of sometimes powerful spells that affect large
     areas.  Staffs recharge easily and well.
k) 7 Staves of Teleportation (35 charges) {@u4}
     
     Staffs are heavy, and take up plenty of space in your backpack,
     but can hold a lot of sometimes powerful spells that affect large
     areas.  Staffs recharge easily and well.
l) an Amulet of Trickery <+2, +1>
     Found lying on the floor in Nargothrond 49
     
     +2 dexterity.
     +2 stealth.
     +2 searching skill.
     +1 speed.
     Provides resistance to Cold (34%), Poison (50%), Nexus (45%).
     Sustains dexterity.
     
     
     Amulets slip around your neck, and almost all have magics wondrous
     or perilous bound inside.
m) the Chain Mail (Dwarven) of the Mormegil (-2) [40,+15] <+2>
     Dropped by Ulfang the Black in Nargothrond 43
     
     
     It is from the battle gear worn by Turin Turambar while at
     Nargothrond.
     +2 constitution.
     Provides resistance to Acid (45%), Lightning (45%), Fire (45%),
     Cold (45%), Shards (40%), Nexus (40%).
     Cannot be harmed by Acid.
     Prevents paralysis.  
     
     
     Some kind of body protection will become a necessity as you face
     ever more dangerous opponents; rare items of this type may hold
     many and varied protective magics.
n) a Robe of Permanence [2,+20]
     Dropped by a chaos drake in Arena Town
     
     Provides resistance to Acid (45%), Lightning (45%), Fire (45%),
     Cold (45%), Poison (40%).
     Cannot be harmed by Acid, Fire.
     Sustains strength, intelligence, wisdom, dexterity, constitution.
     Sustains your life force.  
     
     
     Some kind of body protection will become a necessity as you face
     ever more dangerous opponents; rare items of this type may hold
     many and varied protective magics.
o) Hard Leather Armour of Elvenkind (-1) [16,+11] <+1>
     Dropped by The Complainer in Ossiriand Town
     
     +1 stealth.
     Provides resistance to Acid (40%), Lightning (40%), Fire (40%),
     Cold (40%), Dark (34%), Shards (34%).
     Cannot be harmed by Acid, Fire.
     
     
     Some kind of body protection will become a necessity as you face
     ever more dangerous opponents; rare items of this type may hold
     many and varied protective magics.
p) the Leather Scale Mail 'Thalkettoth' (-1) [20,+25] <+3>
     Found lying on the floor in Nargothrond 47
     
     +3 dexterity.
     +3 speed.
     Provides resistance to Acid (35%), Lightning (35%), Shards (45%).
     Provides protection from confusion.
     Cannot be harmed by Acid, Fire.
     
     
     Some kind of body protection will become a necessity as you face
     ever more dangerous opponents; rare items of this type may hold
     many and varied protective magics.
q) the Steel Helm 'Radiant Hope' [9,+18] <+3>
     Dropped by Rogrog the Black Troll in Nargothrond 49
     
     +3 stealth.
     Provides resistance to Acid (35%), Lightning (55%), Fire (50%),
     Cold (35%), Dark (55%), Sound (45%), Shards (55%), Nexus (55%),
     Disenchantment (40%).
     Provides protection from blindness.
     Cannot be harmed by Acid.
     Feather Falling.  Speeds regeneration.  
     
     
     Many a blow will be struck upon your head, and protection here
     will certainly be helpful.  Some rare items may protect and
     enhance your mind.
r) the Steel Helm of Ecthelion [6,+20] <+3>
     Found lying on the floor in a vault in Nargothrond 49
     
     +3 strength.
     +3 dexterity.
     +3 constitution.
     Provides resistance to Acid (40%), Nexus (40%).
     Cannot be harmed by Acid.
     
     
     Many a blow will be struck upon your head, and protection here
     will certainly be helpful.  Some rare items may protect and
     enhance your mind.
s) a Katana of Dread (3d5) (+5,+8) <+2, +3> {cursed}
     Dropped by a stiffbeard sorcerer in Nargothrond 49
     
     It makes your weapon attack you; this curse cannot be removed.
     It makes you slow to recover hitpoints; this curse cannot be
     removed.
     It paralyses you every now and then; this curse cannot be removed.
     +2 stealth.
     +3 infravision.
     +2 speed.
     Slays undead.
     Allows you to see in the dark.  
     
     Combat info:
     4.5 blows/round.
     With +2 STR and +0 DEX you would get 4.7 blows
     With +0 STR and +2 DEX you would get 4.7 blows
     Average damage/round: 272.1 vs undead and 135.9 vs. others.
     
     
     The effectiveness of edged weapons depends on keen edges and sharp
     points.  They tend to be quite light and are easy to use, but some
     may not deal enough damage for your liking.
t) the Pike 'Til-i-arc' (1d15) (+10,+12) [6,+10] <+2>
     Dropped by Ulfang the Black in Nargothrond 43
     
     +2 intelligence.
     Slays demons, giants, trolls.
     Branded with cold, fire.
     Provides resistance to Fire (50%), Cold (50%).
     Cannot be harmed by Acid, Fire.
     Sustains intelligence.
     Slows your metabolism.  needing two-handed wielding.  
     
     Combat info:
     4.3 blows/round.
     With +4 STR and +0 DEX you would get 4.5 blows
     With +0 STR and +2 DEX you would get 4.7 blows
     Average damage/round: 395.5 vs demons, giants, and trolls, 336.3
     vs creatures not resistant to cold and creatures not resistant to
     fire, and 197.4 vs. others.
     
     
     Pole-mounted weapons are often cumbersome and may require two
     hands to wield, but some offer both a high degree of protection
     and powerful attacks.
u) a Great Axe of Doriath (4d4) (+11,+17) [+6] <+3>
     Found lying on the floor in Nargothrond 49
     
     +3 stealth.
     Provides resistance to Acid (40%), Lightning (40%), Fire (40%),
     Cold (40%).
     Cannot be harmed by Acid, Fire.
     Sustains wisdom.
     Feather Falling.  Speeds regeneration.  Grants the ability to see
     invisible things.  Prevents paralysis.  preferring two-handed
     wielding.  
     
     Combat info:
     3.8 blows/round.
     With +2 STR and +0 DEX you would get 4.0 blows
     With +0 STR and +2 DEX you would get 4.3 blows
     Average damage/round: 130.1.
     
     
     Pole-mounted weapons are often cumbersome and may require two
     hands to wield, but some offer both a high degree of protection
     and powerful attacks.
v) the Scythe of Slicing Fineldin (10d4) (+12,+14) <+3> {cursed}
     Dropped by Kavlax the Many-Headed in Arena Town
     
     It makes you hallucinate sometimes (power 40).
     +3 wisdom.
     Slays animals.
     Branded with acid.
     Provides resistance to Acid (50%), Fire (40%).
     Provides protection from blindness.
     Cannot be harmed by Acid, Fire.
     preferring two-handed wielding.  
     
     When activated, it makes an earthquake (radius 10).
     Your chance of success is 96.4%
     
     Combat info:
     3.8 blows/round.
     With +3 STR and +0 DEX you would get 4.0 blows
     With +0 STR and +2 DEX you would get 4.3 blows
     Average damage/round: 450.8 vs animals and creatures not resistant
     to acid, and 266.5 vs. others.
     
     
     Pole-mounted weapons are often cumbersome and may require two
     hands to wield, but some offer both a high degree of protection
     and powerful attacks.
w) the Flail Alinduina (2d8) (-6,-8) <+1, +3, +2> {cursed}
     Dropped by Scatha the Worm in Nargothrond 49
     
     It occasionally makes a loud noise (power 51).
     +1 strength.
     +1 intelligence.
     +1 wisdom.
     +1 dexterity.
     +1 constitution.
     +3 stealth.
     +2 speed.
     Branded with acid.
     Provides resistance to Cold (40%).
     Cannot be harmed by Acid, Fire.
     Slows your metabolism.  Speeds regeneration.  Sustains your life
     force.  
     
     Combat info:
     4.3 blows/round.
     With +2 STR and +0 DEX you would get 4.5 blows
     With +0 STR and +1 DEX you would get 4.7 blows
     Average damage/round: 209.6 vs creatures not resistant to acid and
     123.1 vs. others.
     
     
     Hafted weapons rely on blunt force to inflict damage.


[Player history]
      Turn   Depth  Note
         0      0'  Began the quest to destroy Morgoth.
         0      0'  Gained the Marksman specialty.
        98      0'  Killed The Complainer
       136    400'  Reached level 3
       136    400'  Reached level 4
       142    400'  Reached level 5
       217    400'  Killed MITZE, the Skeleton
       217    400'  Reached level 6
       444    500'  Reached level 7
       625    500'  Reached level 8
       736    500'  Reached level 9
      1054    500'  Reached level 10
      1206    500'  Killed Ulfast, son of Ulfang
      1484      0'  Reached level 11
      1846    550'  Reached level 12
      2120    650'  Reached level 13
      2450    650'  Killed MITZE, the Zombie
      2546    650'  Reached level 14
      2693    650'  Reached level 15
      2814    650'  Killed Lug, the hill orc
      3175    750'  Reached level 16
      3528      0'  Moved house to Belegost.
      3799    800'  Killed Orfax, Son of Boldor
      4117    900'  Reached level 17
      4929   1000'  Reached level 18
      5236   1000'  Reached level 19
      5819   1100'  Killed Judias, the Spirit
      5825   1100'  Found the Set of Leather Gloves 'Cambeleg'
      6278   1100'  Reached level 20
      6321   1100'  Found the Pair of Steel Shod Boots Lenur
      7200   1100'  Reached level 21
      8193   1200'  Reached level 22
      9087   1200'  Killed Balcmeg, the cave orc
      9088   1200'  Found the Set of Gauntlets 'Camlost' (LOST)
      9194   1300'  Reached level 23
      9322   1300'  Killed The Ickiness
      9948   1300'  Found the Lamp of Gwindor
      9964   1300'  Reached level 24
     11940   1300'  Reached level 25
     12848   1400'  Reached level 26
     14237   1500'  Killed Orcobal the Mighty
     14347   1500'  Killed Othrod, Lord of the orcs
     14356   1500'  Found the Morning Star 'Bloodspike' (LOST)
     15886   1500'  Killed Ibun, Son of Mîm
     16166   1500'  Reached level 27
     16339   1500'  Killed Khîm, Son of Mîm
     16343   1500'  Found the Set of Gauntlets 'Paurnen' (LOST)
     16544   1500'  Killed Mîm, Betrayer of Turin
     16545   1500'  Gained the Piercing Shot specialty.
     17040    750'  Killed Killybuggy, the Zombie
     19348   1650'  Killed Ulwarth, Son of Ulfang
     20033   1750'  Killed Uldor the Accursed
     20091   1750'  Reached level 28
     21608   1850'  Killed Boldor, King of the Yeeks
     21741   1850'  Reached level 29
     23267   1950'  Reached level 30
     24874   2050'  Reached level 31
     26415   2050'  Reached level 32
     27509   2150'  Killed Psiren, the Vampire
     28428   2150'  Killed Ulfang the Black
     28428   2150'  Found the Chain Mail (Dwarven) of the Mormegil
     28429   2150'  Found the Pike 'Til-i-arc'
     29176   2150'  Reached level 33
     29364   2150'  Found the Set of Gauntlets 'Pauraegen' (LOST)
     30809   2350'  Found the Magestaff 'Eriril' (LOST)
     31189   2350'  Found the Hard Leather Cap of Mablung
     32682   2450'  Killed Scatha the Worm
     32682   2450'  Reached level 34
     32691   2450'  Found the Flail Alinduina
     32693   2450'  Found the Morning Star 'Firestar' (LOST)
     32778   2450'  Found the Lead-Filled Mace 'Turmil' (LOST)
     34445   2450'  Found the Steel Helm of Ecthelion
     35059   2450'  Reached level 35
     35073   2450'  Found the Lochaber Axe of the Marches
     35736   2450'  Killed Rogrog the Black Troll
     35746   2450'  Found the Steel Helm 'Radiant Hope'
     36461   2450'  Killed Anna Sidwell, the Phantom
     37711   2350'  Reached level 36
     38255   2350'  Killed MITZE, the Lich
     38626   2350'  Found the Leather Scale Mail 'Thalkettoth'
     38813   2350'  Reached level 36
     40344   2650'  Killed Kavlax the Many-Headed
     40344   2650'  Found the Iron Helm of Gorlim (LOST)
     40347   2650'  Found the Short Sword Ascalin (LOST)
     40348   2650'  Found the Scythe of Slicing Fineldin


  [Options]

  [User interface]

Use the roguelike command keyset             : no  (rogue_like_commands)
Use sound                                    : no  (use_sound)
Show damage player deals to monsters         : yes (show_damage)
Use old target by default                    : no  (use_old_target)
Always pickup items                          : no  (pickup_always)
Always pickup items matching inventory       : yes (pickup_inven)
Show flavors in object descriptions          : no  (show_flavors)
Highlight target with cursor                 : no  (show_target)
Highlight player with cursor between turns   : no  (highlight_player)
Disturb whenever viewable monster moves      : yes (disturb_near)
Show walls as solid blocks                   : no  (solid_walls)
Show walls with shaded background            : no  (hybrid_walls)
Color: Illuminate torchlight in yellow       : no  (view_yellow_light)
Color: Shimmer multi-colored things          : no  (animate_flicker)
Center map continuously                      : no  (center_player)
Color: Show unique monsters in purple        : no  (purple_uniques)
Automatically clear '-more-' prompts         : no  (auto_more)
Color: Player color indicates % hit points   : yes (hp_changes_color)
Allow mouse clicks to move the player        : no  (mouse_movement)
Notify on object recharge                    : yes (notify_recharge)
Show effective speed as multiplier           : yes (effective_speed)

  [Birth]

Generate connected stairs                    : no  (birth_connect_stairs)
Force player descent (currently does nothing): no  (birth_force_descend)
Word of Recall has no effect                 : no  (birth_no_recall)
Restrict creation of artifacts               : no  (birth_no_artifacts)
Stack objects on the floor                   : yes (birth_stacking)
Lose artifacts when leaving level            : no  (birth_lose_arts)
Show level feelings                          : yes (birth_feelings)
Increase gold drops but disable selling      : yes (birth_no_selling)
Start with a kit of useful gear              : yes (birth_start_kit)
Monsters learn from their mistakes           : yes (birth_ai_learn)
Know all runes on birth                      : no  (birth_know_runes)
Know all flavors on birth                    : no  (birth_know_flavors)
Persistent levels (disabled)                 : no  (birth_levels_persist)


Posted on 17.10.2021 09:13
Last updated on 18.10.2021 08:41

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7. on the Competition No.238 Ladder (of 15)

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On 17.10.2021 09:13 MITZE wrote:
Day 1, Turn 169023, Amon Rudh DL30

After a few (okay, more than a few) false starts trying to actually play competitively for once, finally swung a character out of the early game.

As I recall, it went mostly like this: Took Marksman as first specialty. Fought Complainer in Ossiriand, got lucky with his drops (Elvenkind armor and a pike of Shocking). 1E2N to Belegost, then 3W1N to Amon Rudh, fighting player ghosts (including a few of my own) along the way.

Once I reached Amon Rudh surface, I recalled only to realize I wasted a bit of time because I forgot to actually move to Belegost while I was there (so I walked from Ossiriand to Belegost a second time).

After that, dived Amon Rudh, surviving as best as I was able. Lucked into various arts: Cambeleg, randart boots, Gwindor, Bloodspike. Wasn't paying close attention, but I think Standard Wilderness is making stairs down act like shafts instead? I swear I ended up on Amon Rudh 30 after taking downstairs from 28.

As I descended, ran into Mim kids a few times and took a few cracks at them; unfortunately, an unenchanted short bow and arrow were not sufficient to make head way.

Considered switching to a light crossbow since long bows weren't showing for the sake of turncount, but stuck with it and was rewarded with a {good} long bow on the next recall in. Combined with some mithril arrows of wounding I had found not long before, it was enough of a damage boost to take out all of Ibun, Khim, and Mim after slowing them (and in the last case, also stunning him and hasting myself).

Took Piercing Shot as the second specialty.

On 17.10.2021 11:03 MITZE wrote:
Day 2, Turn 223691, Nargothrond DL37

Nargothrond now, but I don't have the speed, the rBase, or the pBlindConf to be screwing around deeper. rPois is "covered" through a Ranger spell that grants tempRpois.

On 18.10.2021 06:10 MITZE wrote:
Day 2, Turn 326401, Nargothrond DL49

Stalled out and faffed around Nargo DL40-50 for a bit, hoping to find more HP, Speed, rBase, and pBlindConf.

pBlindConf found, 1 point of permanent speed found in the form of an elven cloak, rBase is looking a little better (rElec still too weak for my liking though), and I still need HPs desperately--I'm risking getting oneshotted by any breath I don't resist from proper breather. The lack of rNether in particular is worrying.

On 18.10.2021 08:41 MITZE wrote:
Got impatient, tried to fight Glaurung with less than 400 HP and 40% rPois.

It didn't take.

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