The Angband Ladder: Pamila, High-Elf Ranger by <atriel666@hotmail.com>

  [Angband 3.0.5 Character Dump]

 Name   Pamila                                   Self  RB  CB  EB   Best
 Sex    Female            Age       117   STR! 18/100  +1  +2 +16 18/290
 Race   High-Elf          Height     78   INT! 18/100  +3  +2  +3 18/180
 Class  Ranger            Weight    184   WIS! 18/100  -1  +0  +5 18/140
 Title  Ranger Lord       Status     94   DEX! 18/100  +3  +1  +3 18/170
 HP     1063/1063         Maximize    Y   CON! 18/100  +1  +1 +10 18/220
 SP     383/383           Preserve    Y   CHR! 18/100  +5  +1  +7 18/230

 Level           50       Armor    [48,+137]     Saving Throw  Legendary
 Cur Exp   13848510       Fight    (+45,+41)     Stealth          Superb
 Max Exp   13848510       Melee    (+55,+61)     Fighting      Legendary
 Adv Exp   ********       Shoot    (+62,+19)     Shooting      Legendary
 MaxDepth    Lev 99       Blows       5/turn     Disarming        Superb
 Gold       5403898       Shots       3/turn     Magic Device  Legendary
                                                 Perception         Good
 Burden   163.8 lbs       Infra        40 ft     Searching          Fair

 You are one of several children of a Telerin Prince.  You have light
 grey eyes, straight black hair, and a fair complexion.



      abcdefghijkl@       abcdefghijkl@
 Acid:+.....+.*.... Blind:.........+...
 Elec:......+...... Confu:+............
 Fire:+..*+.+...... Sound:........+....
 Cold:......+...... Shard:.............
 Pois:....+........ Nexus:.......+.....
 Fear:+..++...+.... Nethr:...+.........
 Lite:+....+......+ Chaos:+.......+....
 Dark:+....++...... Disen:......+......

      abcdefghijkl@       abcdefghijkl@
S.Dig:...+......... Stea.:.......+.....
Feath:............. Sear.:.............
PLite:............. Infra:.............
Regen:...+......... Tunn.:+............
Telep:.........+... Speed:.++++..+...+.
Invis:...+.+......+ Blows:.............
FrAct:++.+....+.+.. Shots:.............
HLife:.....+....... Might:.+...........


  [Character Equipment]

a) The Great Axe of Durin (4d4) (+10,+20) [+15] (+3)
   It increases your strength and constitution by 3.  It increases your 
   tunneling by 3.  It slays orcs, trolls, and demons, and is especially
   deadly against dragons.  It is branded with acid and fire.  It provides
   resistance to acid, fire, fear, light, dark, confusion, and chaos.  It
   grants you immunity to paralysis.  It cannot be harmed by the elements.
   
b) The Long Bow of Bard (x3) (+17,+19) (+2)
   It increases your dexterity by 2.  It increases your speed and shooting
   power by 2.  It grants you immunity to paralysis.  It cannot be harmed
   by the elements.  
c) a Ring of Speed (+14) {14}
   It increases your speed by 14.  
d) The Ring of Power 'Narya' (+6,+6) (+1)
   It increases all your stats by 1.  It increases your speed by 1.  It
   provides immunity to fire.  It provides resistance to fear and nether.  
   It sustains your strength, wisdom, constitution, and charisma.  It 
   slows your metabolism and speeds your regeneration.  It grants you 
   immunity to paralysis and the ability to see invisible things.  It
   activates for large fire ball (120) every 20+d20 turns.  It cannot be
   harmed by the elements.  
e) The Elfstone 'Elessar' (+7,+7) [+10] (+2)
   It increases your strength, wisdom, and charisma by 2.  It increases
   your speed by 2.  It provides resistance to fire, poison, and fear.  It
   activates for heal (500) every 200 turns.  It cannot be harmed by the
   elements.  
f) The Arkenstone of Thrain
   It provides resistance to light, dark, and life draining.  It lights
   the dungeon around you.  It grants you the ability to see invisible
   things.  It activates for detection every 30+d30 turns.  It cannot be
   harmed by the elements.  
g) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4)
   It increases your strength and charisma by 4.  It provides resistance
   to acid, lightning, fire, cold, dark, and disenchantment.  It activates
   for banishment every 500 turns.  It cannot be harmed by the elements.  
h) The Cloak 'Colannon' [1,+15] (+3)
   It increases your stealth and speed by 3.  It provides resistance to 
   nexus.  It activates for teleport every 45 turns.  It cannot be harmed
   by the elements.  
i) The Small Metal Shield of Thorin [3,+25] (+4)
   It increases your strength and constitution by 4.  It provides immunity
   to acid.  It provides resistance to fear, sound, and chaos.  It grants
   you immunity to paralysis.  It cannot be harmed by the elements.  
j) The Hard Leather Cap of Thranduil [2,+10] (+2)
   It increases your intelligence and wisdom by 2.  It provides resistance
   to blindness.  It grants you the power of telepathy.  It cannot be
   harmed by the elements.  
k) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2)
   It increases your strength and constitution by 2.  It grants you 
   immunity to paralysis.  It cannot be harmed by the elements.  
l) a Pair of Metal Shod Boots of Speed [6,+10] (+8)
   It increases your speed by 8.  


  [Character Inventory]

a) a Book of Magic Spells [Magic for Beginners]
b) a Book of Magic Spells [Conjurings and Tricks]
c) a Book of Magic Spells [Incantations and Illusions]
d) a Book of Magic Spells [Sorcery and Evocations]
e) a Book of Magic Spells [Resistances of Scarabtarices]
   It cannot be harmed by the elements.  
f) a Book of Magic Spells [Mordenkainen's Escapes]
   It cannot be harmed by the elements.  
g) a Book of Magic Spells [Tenser's Transformations]
   It cannot be harmed by the elements.  
h) a Book of Magic Spells [Kelek's Grimoire of Power]
   It cannot be harmed by the elements.  
i) 37 Mushrooms of Restoring
j) 4 Potions of Healing
k) 21 Potions of Restore Life Levels
l) 5 Scrolls of *Destruction*
m) a Rod of Restoration
   It cannot be harmed by electricity.  
n) 27 Seeker Arrows of Acid (4d4) (+13,+15) {@f3=g}
   It is branded with acid.  It cannot be harmed by acid.  
o) 24 Seeker Arrows of Venom (4d4) (+14,+13) {@f4=g}
   It is branded with poison.  
p) 38 Seeker Arrows of Frost (4d4) (+15,+13) {@f2=g}
   It is branded with frost.  It cannot be harmed by cold.  
q) 32 Seeker Arrows of Frost (4d4) (+13,+14) {@f2=g}
   It is branded with frost.  It cannot be harmed by cold.  
r) 71 Seeker Arrows of Venom (4d4) (+10,+9) {@f4=g}
   It is branded with poison.  
s) 35 Seeker Arrows of Flame (4d4) (+9,+7) {@f1=g}
   It is branded with fire.  It cannot be harmed by fire.  
t) 30 Mithril Arrows of Frost (3d4) (+11,+15) {@f2=g}
   It is branded with frost.  It cannot be harmed by acid, fire, or cold.  
   


  [Home Inventory]

a) 10 Potions of *Healing*
b) 8 Potions of Life
c) 3 Scrolls of Mass Banishment
d) a Staff of Banishment (2 charges)
e) The Necklace of the Dwarves (+3)
   It increases your strength and constitution by 3.  It increases your 
   infravision by 3.  It provides resistance to fear.  It lights the
   dungeon around you and speeds your regeneration.  It grants you 
   immunity to paralysis and the ability to see invisible things.  It
   cannot be harmed by the elements.  
f) an Amulet of Trickery (+3)
   It increases your dexterity by 3.  It increases your stealth, searching,
   infravision, and speed by 3.  It provides resistance to poison and 
   nexus.  It sustains your dexterity.  
g) The Palantir of Westernesse (+2)
   It increases your intelligence and wisdom by 2.  It increases your 
   searching and infravision by 2.  It provides resistance to blindness 
   and chaos.  It lights the dungeon around you.  It grants you the power
   of telepathy and the ability to see invisible things, but it also 
   aggravates creatures around you and drains experience.  It activates
   for clairvoyance every 50+d50 turns.  It cannot be harmed by the
   elements.  
h) The Full Plate Armour of Isildur [25,+25] (+1)
   It increases your constitution by 1.  It provides resistance to acid, 
   lightning, fire, cold, confusion, sound, and nexus.  It cannot be
   harmed by the elements.  
i) The Cloak 'Holcolleth' [1,+11] (+2)
   It increases your intelligence and wisdom by 2.  It increases your 
   stealth and speed by 2.  It provides resistance to acid.  It activates
   for sleep II every 55 turns.  It cannot be harmed by the elements.  
j) The Golden Crown of Gondor [0,+15] (+3)
   It increases your strength, wisdom, and constitution by 3.  It
   increases your speed by 3.  It provides resistance to fire, cold, light,
   blindness, confusion, sound, and chaos.  It lights the dungeon around
   you and speeds your regeneration.  It grants you the ability to see
   invisible things.  It activates for heal (500) every 250 turns.  It
   cannot be harmed by the elements.  
k) The Metal Cap of Celebrimbor [3,+18] (+3 to searching)
   It increases your intelligence, dexterity, and charisma by 3.  It
   increases your searching by 3.  It provides resistance to acid, fire, 
   shards, and disenchantment.  It cannot be harmed by the elements.  
l) The Set of Cesti of Fingolfin (+10,+10) [5,+20] (+4)
   It increases your dexterity by 4.  It provides resistance to acid.  It
   grants you immunity to paralysis.  It activates for a magical arrow
   (150) every 30+d30 turns.  It cannot be harmed by the elements.  
m) The Scimitar 'Haradekket' (2d5) (+9,+11) (+2)
   It increases your dexterity by 2.  It increases your attack speed by 2.
   It slays animals, undead, and all evil creatures.  It grants you the
   ability to see invisible things.  It cannot be harmed by the elements.  
   
n) The Katana 'Aglarang' (8d4) (+10,+10) (+5)
   It increases your dexterity by 5.  It increases your speed by 5.  It
   sustains your dexterity.  It cannot be harmed by the elements.  
o) The Beaked Axe of Theoden (2d6) (+10,+10) (+3)
   It increases your wisdom and constitution by 3.  It slays dragons.  It 
   slows your metabolism.  It grants you the power of telepathy.  It
   activates for drain life (120) every 40 turns.  It cannot be harmed by
   the elements.  
p) The Battle Axe of Balli Stonehand (3d8) (+8,+11) [+5] (+3)
   It increases your strength and constitution by 3.  It increases your 
   stealth by 3.  It slays orcs, trolls, and demons.  It provides
   resistance to acid, lightning, fire, cold, and blindness.  It makes you
   fall like a feather and speeds your regeneration.  It grants you 
   immunity to paralysis and the ability to see invisible things.  It
   cannot be harmed by the elements.  
q) 22 Arrows of Slay Evil (1d4) (+10,+9)
   It slays all evil creatures.  
r) 99 Seeker Arrows of Venom (4d4) (+14,+13) {@f4=g}
   It is branded with poison.  
s) 47 Seeker Arrows of Frost (4d4) (+13,+14)
   It is branded with frost.  It cannot be harmed by cold.  
t) 32 Seeker Arrows of Acid (4d4) (+8,+13) {@f3=g}
   It is branded with acid.  It cannot be harmed by acid.  
u) 92 Seeker Arrows of Flame (4d4) (+10,+10) {@f1=g}
   It is branded with fire.  It cannot be harmed by fire.  
v) 90 Mithril Arrows of Venom (3d4) (+11,+11)
   It is branded with poison.  It cannot be harmed by acid or fire.  
w) 71 Mithril Arrows of Flame (3d4) (+10,+10) {@f1=g}
   It is branded with fire.  It cannot be harmed by acid or fire.  
x) 79 Mithril Arrows of Frost (3d4) (+10,+10)
   It is branded with frost.  It cannot be harmed by acid, fire, or cold.  
   


  [Options]

Adult: Allow purchase of stats using points  : yes (adult_point_based)
Adult: Allow specification of minimal stats  : no  (adult_auto_roller)
Adult: Maximize effect of race/class bonuses : yes (adult_maximize)
Adult: Preserve artifacts when leaving level : yes (adult_preserve)
Adult: Restrict the use of stairs/recall     : no  (adult_ironman)
Adult: Restrict the use of stores/home       : no  (adult_no_stores)
Adult: Restrict creation of artifacts        : no  (adult_no_artifacts)
Adult: Randomize some of the artifacts (beta): no  (adult_rand_artifacts)
Adult: Don't stack objects on the floor      : no  (adult_no_stacking)
Score: Peek into object creation             : no  (score_peek)
Score: Peek into monster creation            : no  (score_hear)
Score: Peek into dungeon creation            : no  (score_room)
Score: Peek into something else              : no  (score_xtra)
Score: Know complete monster info            : no  (score_know)
Score: Allow player to avoid death           : no  (score_live)



Posted on 26.12.2004 21:12
Last updated on 29.1.2005 01:06

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713. on the Angband Ladder (of 6561)
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Comments

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On 26.12.2004 21:12 atriel666@hotmail.com wrote:
Based on the current competition that had wins w/ a halfling using a Xbow for a long time, i started a ranger. I always wanted to play powerful missile-using character, but in O this is not viable.
This is the third attempt.... and thanks to the lucky RoS at dlvl ~20 im alive :)
Man, missile damage in Vanilla is HUGE. I killed lots of really evil monsters i think i would have to run with a warrior!
And that´s only with a +9,+9 Longbow!
Then i used for a while a Heavy XBow of might, and then my current Lothlorien.
All the early orc uniques were a breeze, as the troll uniques.
I *HATE* having my stuff disenchanted... look at Celegorm. Gauth summoned at my side, i think.
Right now, diving from dlvl 42. Just *destroyed* a greater vault that gave me Tuor and Arvedui, banishing Saruman and Azriel. I was tempted to have a try at them one at a time, but it would be overconfidence because i´m playing the munchkiniest combo ever.
The fight with the rest of the vault critters left me somewhat drained....
Advice? I´ve never been this low with a Vanilla Ranger...
Cheers

On 26.12.2004 21:23 Atriel wrote:
BTW, My con is low but wearing the = of poison instead of the = of con allowed me to survive a Drolem breath, prepare, and then kill it :)
I got all the critical resists pretty early too..

On 28.12.2004 20:25 Atriel666@hotmail.com wrote:
Yup, i won´t go down easily.
Is it true that the ranger will be nerfed in 3.1.0? i´ve saw some posts and they seem to get one less shot.

On 28.12.2004 22:48 Atriel666@hotmail.com wrote:
Definitely. But lack of Tensers is a pain in the arss to manage all those slots to small arrow stacks.

On 28.12.2004 22:54 Atriel wrote:
Killed Saruman. A huge stack of hi-enchanted arrows of slay evil gone, as well as all my ? of banishment to stuff he summoned. Avoiding nether breathers.

On 31.12.2004 02:17 atriel666@hotmail.com wrote:
Hmm... Just killed Gabriel and Tselakus.... Tselakus hurt me a bit, and summoned a bunch of dreads i killed with 1 shot each. Gabriel was hard. He summoned a LOT of angels. I fought him in a huge corridor with runes. As soon as he died i was getting overwhelmed by his summons (after some tele-to on my head) and *destroyed* before dying, destroying most of the loot and all my best seeker arrows :/
Azriel showed up 6 times, but he has nether attack. And i have no healing potions nor res nether.
Mega-powerful combo.
Tactic: "in despair, just keep shoting, everything will go down, fast." haha :)

On 31.12.2004 02:23 Atriel wrote:
BTW, a big joke. After a big time with no tensers,
I just found 3 tensers before the above fight, from a Great Bile Wyrm, and he droped Elessar, too.
I must find Thorin and some good ESP source.... Dor Lomin or Thranduil. That axe sux.

On 31.12.2004 02:25 Atriel wrote:
And no way to have ESP, res POIS, CONF, DISEN and BLIND well covered... without leaving almost all hi-res open.

On 1.1.2005 23:49 atriel666@hotmail.com wrote:
Diving....

On 3.1.2005 18:35 atriel666@hotmail.com wrote:
[V] rangers don´t need advice. They need just to keep shooting.
Advice?

On 29.1.2005 01:06 atriel666@hotmail.com wrote:
Hmmm... after a long scumming at dlvl 99 (Sauron and every other unique dead, only Morgoth left), i finally found Thranduil. Now i finally have a good source of ESP in the head, and can stop using that stupid theoden axe. Still, maybe because i dived fast, i have too few ? mass banish. When i find ~12 i´ll dive.

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