The Angband Ladder: MITZE II, Green-Elf Ranger by MITZE
[FAangband 2.0.1 Character Dump] Name MITZE II Age 64 Self RB CB EB Best Race Green-Elf Height 6'11" STR! 18/100 -1 +0 +5 18/140 Class Ranger Weight 14st 12lb INT: 18/59 -1 +0 +0 18/49 Title ***WINNER*** Turns used: WIS! 18/100 +2 +2 +0 18/140 HP 694/694 Game 453266 DEX: 18/29 +2 +1 +17 18/*** SP 64/241 Standard 83305 CON! 18/100 -1 -1 +7 18/150 Gold 10053416 Resting 14606 Level 42 Armor [42,+119] Saving Throw 88% Cur Exp 1559191 Melee 2d6,+78% Stealth Heroic Max Exp 1559191 To-hit 75,+57 Disarm - phys. 100% Adv Exp 1660000 Blows 5.0/turn Disarm - magic 55% Burden 189.6 lb Shoot to-dam +16 Magic Devices 91 Overweight 9.7 lb To-hit 88,+58 Searching 100% Max Depth 5000' (L100) Shots 2.0/turn Infravision 20 ft Speed 3.9x (33) Recall pts: Ephel Brandir Town, Angband 99, Belegost Town, Ossiriand Town You are of the Nandor. You are the only child of a Mage. You have light grey eyes, straight brown hair, and a fair complexion. Resistances Abilities Acid:......++++... 85% pFear:+...........! Elec:...-+.+.+.... 73% pBlnd:.....++...... Fire:.+....+++.... 84% pConf:............. Cold:....+.+++.... 86% pStun:............. Pois:..-.+........ 51% HLife:............. Light:..........+.. 45% Regen:............. Dark:......+...... 40% ESP:...+......... Sound:........+.... 35% S.Inv:+....+....... Shard:............. 0% FrAct:+......+..+.. Nexus:....+....+... 61% Feath:..+.......... Nethr:......+...... 40% S.Dig:............. Chaos:............. 0% TrpIm:............. Disen:............. 0% Darkn:............. Modifiers Hindrances Stea.:....4.4.2.... 10 ImpHP:............. Sear.:....2.4...... 6 ImpSP:............. Infra:............2 2 Fear:............. Tunn.:............. 0 Aggrv:............. Speed:2594..4....** 44 NoTel:............. Blows:............. 0 DrExp:............. Shots:............. 0 Stick:............. Might:.2........... 2 Fragl:..+.......... Light:1.........1.. 2 D.Red:............. 0 MMast:..........3.. 3 Moves:....1........ 1 [Last Messages] > Illegal aim direction! > You have 20 Seeker Bolts of Poison (3d5) (+8,+11) (0). > You have 19 Seeker Bolts of Poison (3d5) (+8,+11) (0). > Marksmanship! > Your Seeker Bolt of Poison (3d5) (+8,+11) hits Morgoth, Lord of Darkness (103). It was a good hit! > You have 18 Seeker Bolts of Poison (3d5) (+8,+11) (0). > The Seeker Bolt of Poison breaks. > Morgoth, Lord of Darkness scowls. > Your Seeker Bolt of Poison (3d5) (+8,+11) hits Morgoth, Lord of Darkness (152). It was a good hit! > Morgoth, Lord of Darkness dies. > A magical staircase appears... > *** CONGRATULATIONS *** > You have won the game! > You may retire (commit suicide) when you are ready. > You have 17 Seeker Bolts of Poison (3d5) (+8,+11) (0). Killed by Ripe Old Age. [Character Equipment] a) the Short Sword of Idril (2d6) (+11,+13) <+2, +1> Dropped by Old Man Willow in Sirion Vale 32 +2 strength. +2 dexterity. +2 constitution. +2 speed. +1 light. Slays orcs, animals, evil creatures. Provides protection from fear. Cannot be harmed by Acid. Grants the ability to see invisible things. Prevents paralysis. Combat info: 5.0 blows/round. Average damage/round: 210.5 vs orcs, 178.1 vs animals, 157.6 vs evil creatures, and 105.2 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. b) the Light Crossbow 'Cubragol' (x5) (+12,+16) <+5, +2> Found lying on the floor in a vault in Angband 74 +5 speed. +2 shooting power. Branded with weak fire. Provides resistance to Fire (35%). Cannot be harmed by Acid, Fire. Missile launchers allow you to inflict damage from a distance without using magic. c) a Ring of Speed <+9> Found lying on the floor of a special room in Nargothrond 51 +9 speed. Makes you vulnerable to Poison (10%). Feather Falling. Can be destroyed if you attempt to remove its curses. 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 Speed <+4> Found lying on the floor in a vault in Fen of Serech 44 +4 speed. Makes you vulnerable to Lightning (10%). Grants telepathy. 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 Trickery <+4, +2, +1> Found lying on the floor in a vault in Angband 74 +4 dexterity. +4 stealth. +2 searching skill. +1 extra moves. Provides resistance to Lightning (34%), Cold (40%), Poison (55%), Nexus (35%). Sustains dexterity. Amulets slip around your neck, and almost all have magics wondrous or perilous bound inside. f) a Lantern of True Sight (14157 turns) Found lying on the floor in Nargothrond 53 Provides protection from blindness. Cannot be harmed by Fire. Grants the ability to see invisible things. Intensity 3 light. 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) the Soft Leather Armour 'Hithlomir' [8,+20] <+4> Dropped by Rogrog the Black Troll in Nargothrond 53 It is one of the Shadow Ward items. +4 stealth. +4 searching skill. +4 speed. Provides resistance to Acid (40%), Lightning (40%), Fire (40%), Cold (40%), Dark (40%), Nether (40%). Provides protection from blindness. 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) the Cloak of Thingol [1,+18] <+3> (charging) Found lying on the floor in a vault in Angband 99 +3 dexterity. Provides resistance to Acid (35%), Fire (35%), Cold (35%). Cannot be harmed by Acid, Fire. Prevents paralysis. When activated, it recharges a magical device. Takes 387 turns to recharge at your current speed. Your chance of success is 96.8% 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 Body Shield of Elvenkind [18,+11] <+2> Found lying on the floor in Anfauglith 58 +2 stealth. Provides resistance to Acid (35%), Lightning (35%), Fire (35%), Cold (35%), Sound (35%). 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 Steel Helm of Ecthelion [6,+20] <+3> Found lying on the floor in a vault in Nargothrond 41 +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. k) the Set of Leather Gloves 'Cammithrim' [1,+11] <+3, +1> {@A0} Dropped by Gilim, the Giant of Eruman in Angband 65 It is one of the Shadow Ward items. +3 dexterity. +1 light. +3 magic mastery. Provides resistance to Light (45%). Cannot be harmed by Acid, Fire. Sustains dexterity, constitution. Prevents paralysis. When activated, it lights up an area and inflicts 2d8 damage on light-sensitive creatures. Takes 21 turns to recharge at your current speed. Your chance of success is 96.8% Your hands would benefit from protection too. l) a Pair of Mithril Shod Boots of Speed [8,+19] <+10> Found lying on the floor in a vault in Angband 99 +10 speed. 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) 16 Potions of Healing {@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) 16 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) 2 Potions of Enlightenment {@q0} 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) 8 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... g) 23 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. 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) a Scroll 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) 3 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. k) 7 Rods of Detection (2 charging) {@z0} Cannot be harmed by Lightning. 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) 5 Rods of Slow Monster (3 charging) {@z2} 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) 8 Rods of Teleport Other (1 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. n) 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. o) 4 Wands of Teleport Other (25 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 Drain Life (0 charges) 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) 2 Wands of Annihilation (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) 3 Staves of *Destruction* (0 charges) {!u} 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 Banishment (2 charges) {!u} 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 (5 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) 17 Seeker Bolts of Poison (3d5) (+8,+11) Branded with poison. Combat info: When fired, hits targets up to 100 feet away. Average damage/round: 412.1 vs creatures not resistant to poison, 338.9 vs creatures not resistant to fire, and 242.1 vs. others. 20% chance of breaking upon contact. Crossbow ammo. [Home Inventory] a) 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... b) 28 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. c) 4 Rods 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. d) 8 Wands of Stun Monster (19 charges) {@a2} 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. e) a Ring of Combat (+6,+6) <+1> Bought from a store +1 strength. +1 speed. Makes you vulnerable to Nether (25%). 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. f) a Ring of Combat (+8,+0) <+1> {cursed} Found lying on the floor in Nargothrond 41 It occasionally makes a loud noise (power 58). +1 strength. +1 dexterity. Provides resistance to Lightning (34%), Poison (35%). Provides protection from fear. Cannot be harmed by Lightning. You may wear a ring upon each of your two ring fingers, and benefit or suffer from the magics it contains. g) a Ring of Arcane Resistance <+3, +2> Found lying on the floor in a vault in Angband 60 +3 strength. +2 infravision. Provides resistance to Light (30%), Dark (30%), Sound (35%), Nexus (40%), Nether (40%). Slows your metabolism. You may wear a ring upon each of your two ring fingers, and benefit or suffer from the magics it contains. h) an Amulet of Trickery <+2, +3> Found lying on the floor of a special room in Nargothrond 41 +2 dexterity. +3 stealth. +3 searching skill. Provides resistance to Poison (35%), Disenchantment (50%). Sustains dexterity. Amulets slip around your neck, and almost all have magics wondrous or perilous bound inside. i) an Amulet of the Shadows <+2, +1> Found lying on the floor in Nargothrond 41 +2 strength. +2 intelligence. +1 stealth. +2 searching skill. +2 infravision. Provides resistance to Cold (34%), Dark (35%). Allows you to see in the dark. Amulets slip around your neck, and almost all have magics wondrous or perilous bound inside. j) the Full Plate Armour of Nevrast [75,+25] <+2> Dropped by Scatha the Worm in Nargothrond 53 It is part of the armor left by Turgon for the messenger of Ulmo. +2 constitution. Provides resistance to Acid (45%), Lightning (45%), Fire (45%), Cold (45%), Sound (40%), Nexus (40%). Provides protection from confusion. Cannot be harmed by Acid. 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. k) Soft Leather Armour of Elvenkind [8,+15] <+3> Dropped by Glaurung, Father of the Dragons in Nargothrond 55 +3 stealth. Provides resistance to Acid (40%), Lightning (40%), Fire (40%), Cold (40%), Poison (44%). 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. l) Soft Leather Armour of Elvenkind [8,+10] <+3> Found lying on the floor in Nargothrond 41 +3 stealth. Provides resistance to Acid (40%), Lightning (40%), Fire (40%), Cold (40%), Light (38%), Shards (39%). 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. m) the Leather Scale Mail 'Thalkettoth' (-1) [20,+25] <+3> Found lying on the floor in a vault in Nargothrond 53 +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. n) the Cloak 'Colannon' [1,+15] <+3> Dropped by Itangast the Fire Drake in Angband 99 +3 stealth. +3 speed. Provides resistance to Chaos (40%). Cannot be harmed by Acid, Fire. When activated, it teleports you randomly about 60 per cent of the largest distance you could go. Takes 193 turns to recharge at your current speed. Your chance of success is 97.0% Experienced adventurers wrap a cloak around their body. Some rare items of this type may allow you to slip silently around less alert enemies. o) an Ethereal Cloak of the Magi [0,+26] <+1, +2> Found lying on the floor in a vault in Angband 74 +1 intelligence. +2 stealth. +2 magic mastery. Cannot be harmed by Acid, Fire. Sustains intelligence. Sustains your life force. Experienced adventurers wrap a cloak around their body. Some rare items of this type may allow you to slip silently around less alert enemies. p) the Leather Shield of Haleth [8,+20] Dropped by Rogrog the Black Troll in Nargothrond 53 Provides resistance to Acid (40%), Lightning (40%), Fire (40%), Cold (40%), Light (40%), Dark (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. q) the Metal Cap 'Holhenneth' [3,+10] <+2> Found lying on the floor in a vault in Fen of Serech 44 +2 intelligence. +2 wisdom. +2 searching skill. Provides protection from blindness, confusion. Cannot be harmed by Acid. Grants the ability to see invisible things. When activated, it detects treasure and all creatures and maps an area nearby. Takes 240 to 473 turns to recharge at your current speed. Your chance of success is 96.2% 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 Executioner's Sword 'Crisdurian' (4d6) (+18,+19) Dropped by Itangast the Fire Drake in Angband 99 Slays undead, dragons, giants, trolls, orcs, evil creatures. Cannot be harmed by Acid. Grants the ability to see invisible things. preferring two-handed wielding. Combat info: 5.0 blows/round. Average damage/round: 360.1 vs undead, dragons, giants, trolls, and orcs, 267.8 vs evil creatures, and 179.5 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. s) a Valinorean Sword of Gondolin (6d5) (+19,+18) <+1> Found lying on the floor in a vault in Angband 99 +1 light. Slays dragons, demons, trolls, orcs, evil creatures. Provides resistance to Dark (40%). Cannot be harmed by Acid. Grants the ability to see invisible things. Prevents paralysis. Allows you to see in the dark. Combat info: 5.0 blows/round. Average damage/round: 415.4 vs dragons, demons, trolls, and orcs, 311.3 vs evil creatures, and 207.5 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 Spear of Oromë (2d6) (+15,+15) <+4, +1> Dropped by Lokkak, the Ogre Chieftain in Angband 99 +4 wisdom. +4 infravision. +4 speed. +1 light. Slays giants. Branded with fire. Provides resistance to Fire (50%), Light (40%). Cannot be harmed by Acid, Fire. Feather Falling. Grants the ability to see invisible things. blessing by the valar (combat bonuses for holy casters). When activated, it turns rock into mud. Takes 21 turns to recharge at your current speed. Your chance of success is 95.9% Combat info: 5.0 blows/round. Average damage/round: 210.5 vs giants, 178.1 vs creatures not resistant to fire, and 105.2 vs. others. Average thrown damage: 172.5 vs giants, 146.7 vs creatures not resistant to fire, and 86.2 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) the Great Axe of Durin (4d6) (+10,+20) [+15] <+3, +5> Found lying on the floor in a vault in Angband 99 +3 constitution. +5 tunneling. Slays dragons, demons, trolls, orcs. Provides resistance to Acid (40%), Fire (40%), Light (40%), Dark (40%), Chaos (35%). Cannot be harmed by Acid, Fire. Prevents paralysis. preferring two-handed wielding. Combat info: 5.0 blows/round. Average damage/round: 362.8 vs dragons, demons, trolls, and orcs, and 181 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. v) the Glaive of Pain (6d8) (+0,+28) [8,+0] Found lying on the floor in a vault in Angband 99 Cannot be harmed by Acid, Fire. needing two-handed wielding. Combat info: 5.0 blows/round. Average damage/round: 352.4. 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) a Lucerne Hammer of Doriath (2d5) (+15,+19) [+2] <+4> Dropped by Glaurung, Father of the Dragons in Nargothrond 55 +4 stealth. Provides resistance to Acid (40%), Lightning (40%), Fire (40%), Cold (40%). Cannot be harmed by Acid, Fire. Sustains dexterity. Feather Falling. Speeds regeneration. Grants the ability to see invisible things. Prevents paralysis. Combat info: 5.0 blows/round. Average damage/round: 96.3. 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. [Player history] Turn Depth Note 0 0' Began the quest to destroy Morgoth. 0 0' Gained the Marksman specialty. 64 400' Reached level 3 66 400' Reached level 4 81 400' Reached level 5 186 400' Reached level 6 280 400' Reached level 7 689 650' Reached level 8 910 700' Reached level 9 1169 700' Reached level 10 1547 500' Reached level 11 1675 0' Moved house to Belegost. 1816 800' Reached level 12 2022 800' Reached level 13 2284 850' Reached level 14 2794 950' Reached level 15 3259 950' Reached level 16 4188 0' Killed The Complainer 4745 900' Reached level 17 5881 950' Reached level 18 6077 950' Killed Orfax, Son of Boldor 6252 950' Killed Brodda, the Easterling 6922 900' Killed MITZE II, the Spirit 7516 1000' Reached level 19 7985 1000' Killed Pongo the Devious 8312 1100' Killed Mughâsh the Kobold Lord 8846 1100' Reached level 20 10792 0' Moved house to Gondolin. 11122 1500' Reached level 21 11191 1500' Killed Lug, the hill orc 12118 1500' Killed Ulfast, son of Ulfang 13133 1400' Reached level 22 14174 1500' Reached level 23 14174 1500' Reached level 24 14174 1500' Reached level 25 14174 1500' Reached level 26 14174 1500' Reached level 27 14174 1500' Reached level 28 14174 1500' Reached level 29 14174 1500' Reached level 30 14879 1500' Killed Khîm, Son of Mîm 15131 1500' Killed Ibun, Son of Mîm 17671 1200' Found the Broad Axe Nienya (LOST) 20186 1500' Killed Othrod, Lord of the orcs 20287 1500' Killed Orcogar, son of Orcobal 21726 1500' Killed Mîm, Betrayer of Turin 21737 1500' Found the Set of Gauntlets 'Pauraegen' (LOST) 21857 1500' Gained the Piercing Shot specialty. 23702 1300' Killed MITZE II, the Mummy 25399 1650' Found the Lucerne Hammer Gurth (LOST) 25516 1650' Killed Uldor the Accursed 25746 1650' Reached level 31 28586 1650' Killed Draebor, the Imp 29444 1550' Found the Broad Sword 'Orcrist' (LOST) 32051 2050' Reached level 32 32142 2050' Found the Steel Helm of Ecthelion 33754 2050' Found the Great Hammer Earia (LOST) 34767 2250' Killed Ulfang the Black 34791 2250' Found the Flail 'Totila' (LOST) 34896 2250' Killed Ulwarth, Son of Ulfang 37314 2250' Found the Lamp of Gwindor (LOST) 38076 2250' Reached level 33 39543 2450' Reached level 33 47085 2650' Killed Scatha the Worm 47085 2650' Reached level 34 47112 2650' Found the Full Plate Armour of Nevrast 48262 1600' Killed Old Man Willow 48263 1600' Found the Short Sword of Idril 48338 1600' Killed Orcobal the Mighty 50037 2650' Killed Balcmeg, the cave orc 50038 2650' Found the Glaive Lemmo (LOST) 50234 2650' Found the Leather Scale Mail 'Thalkettoth' 51102 2650' Reached level 34 51902 2650' Killed Rogrog the Black Troll 51903 2650' Found the Soft Leather Armour 'Hithlomir' 51910 2650' Found the Leather Shield of Haleth 52744 2650' Found the Bastard Sword Hunindil (LOST) 56296 2750' Killed Glaurung, Father of the Dragons 56296 2750' Reached level 35 56296 2750' Reached level 36 57270 2750' Killed Eöl, the Dark Elven Smith 58497 2300' Killed MITZE II, the Vampire 59270 2000' Killed Lorgan, Chief of the Easterlings 59760 2200' Found the Mace 'Taratol' (LOST) 59816 2200' Found the Metal Cap 'Holhenneth' 61105 2200' Found the Partial Plate Armour Vinglast (LOST) 62338 2900' Killed The Phantom of Eilinel 62731 3000' Killed Harowen the Black Hand 62731 3000' Reached level 37 62731 3000' Found the Staff of the Kelvar (LOST) 63233 3000' Found the Staff of Winds (LOST) 63808 3250' Found the Two-Handed Great Flail 'Thunderfist' (LOST) 63810 3250' Reached level 38 63913 3250' Killed Gilim, the Giant of Eruman 63913 3250' Found the Set of Leather Gloves 'Cammithrim' 63916 3250' Found the Broad Sword 'Aeglin' (LOST) 65415 3300' Found the Iron Helm of Gorlim (LOST) 66663 3550' Found the Wand of Beguiling (LOST) 69053 3600' Killed The Queen Ant 69691 3700' Reached level 39 69959 3700' Found the Light Crossbow 'Cubragol' 70068 3700' Reached level 40 70074 3700' Found the Trident Nendor (LOST) 70092 3700' Gained the Athletics specialty. 73606 4950' Killed Kavlax the Many-Headed 73972 4950' Killed Lokkak, the Ogre Chieftain 73973 4950' Found the Spear of Oromë 74394 4950' Found the Wand of Ossë (LOST) 74514 4950' Reached level 41 77759 4950' Found the Great Axe of Durin 77776 4950' Found the Glaive of Pain 77861 4950' Killed Itangast the Fire Drake 77861 4950' Found the Cloak 'Colannon' 77863 4950' Found the Executioner's Sword 'Crisdurian' 77923 4950' Found the Cloak of Thingol 79249 4950' Reached level 42 83304 5000' Killed Morgoth, Lord of Darkness [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 : yes (show_target) Highlight player with cursor between turns : yes (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 : yes (view_yellow_light) Color: Shimmer multi-colored things : yes (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 23.10.2021 01:21
3. on the Competition No.238 Ladder (of 15)
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