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
Last updated on 24.10.2021 20:44

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

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On 23.10.2021 01:21 MITZE wrote:
Turn 181206, CL30, Amon Rudh Completed

Tried something different this time; instead of staying in Amon Rudh until Mim is dead, I tried killing things in the wilderness, especially the plains south of Ephel Brandir and west of Gondolin.

As usual, booked it to Belegost, but this time I lucked into a +2 speed amulet on the way.

Once I had a recall point at Amon Rudh, I alternated between going down Amon Rudh at night and making my way to Gondolin during the day.

Lucky finds so far: !Experience, multiple !Strength and !Brawn and STR equipment, and a Gondolin weapon that has telepathy. Also, a Seeing Helm in the black market, after finding a nice pile of 20000+ worth of adamantite.

Starting specialty was Marksman, Mim specialty was Piercing Shot.

On 24.10.2021 03:46 MITZE wrote:
Farted around Narothrond DL53 waiting for resists and damage, which never showed though a +9 speed ring with unbearable curses and Hithlomir did; ended up getting impatient and started making my way to Angband when they refused to show. This proved to be the turning point; ran into Old Man Willow on the way and he dropped Idril, which just about doubled my damage and blows though I had to give up my telepathy scythe for it.

Ended up fighting Glaurung with 31% rFire and -10% rPois by means of -Annihilation, ?Recharging, and LOScheese; went pretty smoothly for being the first time I fought a moving opponent like that. Notably I didn't do any shooting until the very end of the fight, once I could survive his breaths. Specialty remains unchosen; I might just take Athletics like the last time I won a FA2 Ranger, or if I find a proper bow I might bite the bullet and take Rapid Fire.

On the way to Angband found a +4 Speed ring with Telepathy of all things, so I feel pretty set to dive and potentially just win with LOS cheese.

In Angband itself I found Cammithrim letting me complete a set for the first time, and am currently sitting inside a vault that I just Mass Banished for expediency; said vault contained Cubragol and a number of other goodies.

On 24.10.2021 17:07 MITZE wrote:
Angband DL99, but I don't have the supplies to fight Morgoth yet; looking for recharging and bolts of hurt evil/holy might.

On 24.10.2021 19:35 MITZE wrote:
Do or die time

On 24.10.2021 20:44 MITZE wrote:
It was a choice between doing or dying, and I did it.

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