The Angband Ladder: Cuthbert, Human Ranger by <davewoodall17@hotmail.com>

  [Angband 3.0.6 Character Dump]

 Name   Cuthbert                                 Self  RB  CB  EB   Best
 Sex    Male              Age        19   STR! 18/100  +0  +2 +13 18/250
 Race   Human             Height     69   INT! 18/100  +0  +2 +10 18/220
 Class  Ranger            Weight    178   WIS! 18/100  +0  +0 +14 18/240
 Title  ***WINNER***      Status     12   DEX! 18/100  +0  +1 +12 18/230
 HP     866/866           Maximize    Y   CON! 18/100  +0  +1  +7 18/180
 SP     235/363           Preserve    Y   CHR! 18/100  +0  +1 +17 18/280

 Level           50       Armor    [64,+143]     Saving Throw     Heroic
 Cur Exp   99999999       Fight    (+61,+55)     Stealth       Very Good
 Max Exp   99999999       Melee    (+79,+73)     Fighting      Legendary
 Adv Exp   ********       Shoot    (+71,+14)     Shooting      Legendary
 MaxDepth   Lev 127       Blows       5/turn     Disarming        Superb
 Gold      15808485       Shots       1/turn     Magic Device     Heroic
 Burden   156.4 lbs                              Perception    Very Good
 Speed          +37       Infra         0 ft     Searching     Very Good

 You are the illegitimate and unacknowledged child of a Yeoman.  You
 are a credit to the family.  You have green eyes, straight black hair,
 and an average 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 Mace of Disruption 'Deathwreaker' (7d8) (+18,+18) (+6)
   It increases your strength by 6.  It increases your tunneling by 6.  It
   slays animals, dragons, and all evil creatures, and is especially
   deadly against undead.  It is branded with fire.  It provides immunity
   to fire.  It provides resistance to dark, chaos, and disenchantment.  
   It aggravates creatures around you.  It cannot be harmed by the
   elements.  
b) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10)
   It increases your speed by 10.  It provides resistance to fire.  It
   activates for fire branding of bolts every 999 turns.  It cannot be
   harmed by the elements.  
c) The Ring of Power 'Nenya' (+8,+8) (+2)
   It increases all your stats by 2.  It increases your speed by 2.  It
   provides immunity to cold.  It provides resistance to blindness and 
   life draining.  It sustains your intelligence, wisdom, and charisma.  
   It makes you fall like a feather and speeds your regeneration.  It
   grants you immunity to paralysis, the power of telepathy, and the
   ability to see invisible things.  It activates for large frost ball
   (200) every 20+d20 turns.  It cannot be harmed by the elements.  
d) The Ring of Power 'Vilya' (+10,+10) (+3)
   It increases all your stats by 3.  It increases your speed by 3.  It
   provides immunity to lightning.  It provides resistance to poison, 
   disenchantment, and life draining.  It sustains your strength, 
   dexterity, and constitution.  It slows your metabolism, makes you fall
   like a feather, and speeds your regeneration.  It grants you immunity
   to paralysis and the ability to see invisible things.  It activates for 
   large lightning ball (250) 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 Adamantite Plate Mail 'Soulkeeper' (-4) [40,+20] (+2)
   It increases your constitution by 2.  It provides resistance to acid, 
   cold, fear, dark, confusion, nexus, nether, chaos, and life draining.  
   It sustains your constitution.  It activates for heal (1000) every 444
   turns.  It cannot be harmed by the elements.  
h) The Shadow Cloak of Luthien [6,+20] (+2)
   It increases your intelligence, wisdom, and charisma by 2.  It
   increases your stealth and speed by 2.  It provides resistance to acid, 
   fire, and cold.  It activates for restore life levels every 250 turns.  
   It cannot be harmed by the elements.  
i) The Shield of Deflection of Gil-galad [10,+20] (+5)
   It increases your wisdom and charisma by 5.  It provides resistance to 
   acid, lightning, dark, and disenchantment.  It sustains your wisdom, 
   dexterity, and charisma.  It lights the dungeon around you.  It
   activates for starlight (10d8) every 100 turns.  It cannot be harmed by
   the elements.  
j) The Jewel Encrusted Crown of Numenor [0,+18] (+3)
   It increases your intelligence, dexterity, and charisma by 3.  It
   increases your searching and speed by 3.  It provides resistance to 
   cold, light, dark, blindness, sound, and shards.  It lights the dungeon
   around you.  It grants you immunity to paralysis and the ability to see
   invisible things.  It cannot be harmed by the elements.  
k) 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.  
l) The Pair of Hard Leather Boots of Feanor [3,+20] (+15)
   It increases your speed by 15.  It provides resistance to nexus.  It
   activates for haste self (20+d20 turns) every 200 turns.  It cannot be
   harmed by the elements.  


  [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 [Raal's Tome of Destruction]
   It cannot be harmed by the elements.  
g) a Book of Magic Spells [Mordenkainen's Escapes]
   It cannot be harmed by the elements.  
h) a Book of Magic Spells [Tenser's Transformations]
   It cannot be harmed by the elements.  
i) a Book of Magic Spells [Kelek's Grimoire of Power]
   It cannot be harmed by the elements.  
j) 25 Light Blue Mushrooms of Restoring
k) a Green Speckled Potion of *Healing*
l) 5 Bubbling Potions of Restore Mana
m) a Chartreuse Potion of Enlightenment
n) 6 Scrolls titled "snaoxy bytri" of *Identify*
o) a Gold Wand of Clone Monster
p) a Hawthorn Staff of Healing
q) a Tiger Eye Ring of Speed (+16)
   It increases your speed by 16.  
r) a Tiger Eye Ring of Speed (+13)
   It increases your speed by 13.  


  [Home Inventory]

a) 20 Scrolls titled "snaoxy bytri" of *Identify*
b) 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.  
c) The Ring of Power 'The One Ring' (+15,+15) (+5) {cursed}
   It increases all your stats by 5.  It increases your speed by 5.  It
   provides immunity to acid, lightning, fire, and cold.  It provides
   resistance to poison, fear, blindness, nether, and disenchantment.  It
   sustains all your stats.  It speeds your regeneration.  It grants you 
   the power of telepathy and the ability to see invisible things, but it
   also aggravates creatures around you, drains experience, and is
   permanently cursed.  It activates for bizarre things every 30+d30 turns.
   It cannot be harmed by the elements.  
d) The Large Metal Shield of Anarion [5,+17]
   It provides resistance to acid, lightning, fire, and cold.  It sustains
   all your stats.  It cannot be harmed by the elements.  
e) 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.  
f) The Massive Iron Crown of Morgoth [0,+0] (+125) {cursed}
   It increases all your stats by 125.  It increases your infravision by
   125.  It provides resistance to acid, lightning, fire, cold, poison, 
   fear, light, dark, confusion, nexus, and nether.  It lights the dungeon
   around you.  It grants you the power of telepathy and the ability to
   see invisible things, but it also is permanently cursed.  It cannot be
   harmed by the elements.  
g) The Iron Helm of Dor-Lomin [5,+20] (+4)
   It increases your strength, dexterity, and constitution by 4.  It
   provides resistance to acid, lightning, fire, cold, and fear.  It 
   lights the dungeon around you.  It grants you the power of telepathy 
   and the ability to see invisible things.  It cannot be harmed by the
   elements.  
h) The Set of Leather Gloves 'Cambeleg' (+5,+5) [1,+12] (+2)
   It increases your strength and constitution by 2.  It grants you 
   immunity to paralysis.  It cannot be harmed by the elements.  
i) The Pair of Soft Leather Boots 'Dal-i-thalion' [2,+9] (+5)
   It increases your dexterity by 5.  It provides resistance to confusion, 
   nether, and chaos.  It sustains your constitution.  It grants you 
   immunity to paralysis.  It activates for remove fear and cure poison
   every 5 turns.  It cannot be harmed by the elements.  
j) 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.  
   
k) The Bastard Sword of Eowyn (4d4) (+12,+16) (+4 to stealth)
   It increases your strength and charisma by 4.  It increases your 
   stealth and speed by 4.  It slays animals, giants, and all evil
   creatures, and is especially deadly against undead.  It provides
   resistance to cold, fear, dark, and nether.  It cannot be harmed by the
   elements.  
l) The Blade of Chaos 'Doomcaller' (6d5) (+18,+28) [-50]
   It slays animals, trolls, demons, and all evil creatures, and is
   especially deadly against dragons.  It is branded with frost.  It
   provides resistance to acid, lightning, fire, cold, and chaos.  It
   grants you immunity to paralysis, the power of telepathy, and the
   ability to see invisible things, but it also aggravates creatures
   around you.  It cannot be harmed by the elements.  
m) The Spear of Orome (4d6) (+15,+15) (+4)
   It increases your intelligence by 4.  It increases your infravision and 
   speed by 4.  It slays animals and giants.  It is branded with fire.  It
   provides resistance to fire and light.  It is blessed by the gods, 
   makes you fall like a feather, and lights the dungeon around you.  It
   grants you the ability to see invisible things.  It activates for stone
   to mud every 5 turns.  It cannot be harmed by the elements.  
n) The Spear of Melkor (4d6) (-12,+20) (-4 to stealth) {cursed}
   It decreases your wisdom by 4.  It decreases your stealth by 4.  It is
   branded with poison.  It provides resistance to light, dark, blindness, 
   and nether.  It aggravates creatures around you, drains experience, and 
   is heavily cursed.  It cannot be harmed by the elements.  
o) The Trident of Wrath (3d8) (+16,+18) (+2)
   It increases your strength and dexterity by 2.  It slays all evil
   creatures, and is especially deadly against undead.  It is branded with 
   poison.  It provides resistance to light and dark.  It is blessed by
   the gods.  It grants you the ability to see invisible things.  It
   cannot be harmed by the elements.  
p) The Glaive of Pain (9d6) (+11,+30)
   It provides resistance to fear.  It cannot be harmed by the elements.  
q) The Battle Axe of Balli Stonehand (3d8) (+9,+10) [+2] (+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.  
r) 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.
   
s) The Whip of Gothmog (6d3) (+13,+15) (-3) {cursed}
   It decreases your intelligence, wisdom, and dexterity by 3.  It slays 
   animals, trolls, and giants, and is especially deadly against dragons.  
   It is branded with fire.  It provides immunity to fire.  It provides
   resistance to lightning and dark.  It lights the dungeon around you.  
   It aggravates creatures around you and is heavily cursed.  It activates
   for large fire ball (120) every 15 turns.  It cannot be harmed by the
   elements.  
t) The Ball-and-Chain of Fundin Bluecloak (4d4) (+13,+17) [+10] (+4)
   It increases your strength and wisdom by 4.  It increases your speed by
   4.  It slays undead and all evil creatures.  It provides resistance to 
   lightning, fire, nether, and life draining.  It lights the dungeon
   around you.  It activates for dispel evil (x5) every 100+d100 turns.  
   It cannot be harmed by the elements.  
u) The War Hammer of Aule (9d3) (+19,+21) [+5] (+4)
   It increases your wisdom by 4.  It increases your tunneling by 4.  It
   slays demons, undead, and all evil creatures, and is especially deadly
   against dragons.  It is branded with acid.  It provides resistance to 
   acid, lightning, fire, cold, fear, and nexus.  It grants you immunity
   to paralysis and the ability to see invisible things.  It cannot be
   harmed by the elements.  
v) The Two-Handed Flail 'Thunderfist' (4d6) (+5,+18) (+4)
   It increases your strength and constitution by 4.  It cannot be harmed
   by the elements.  It might have hidden powers.
w) The Mighty Hammer 'Grond' (9d9) (+5,+25) [+10]
   It slays animals, orcs, trolls, and all evil creatures, and is
   especially deadly against dragons, demons, and undead.  It creates
   earthquakes on impact.  It grants you the power of telepathy and the
   ability to see invisible things, but it also aggravates creatures
   around you.  It cannot be harmed by the elements.  
x) The Dwarven Pick of Erebor (3d4) (+5,+20) (+5)
   It increases your strength and constitution by 5.  It increases your 
   tunneling by 5.  It slays orcs, trolls, and demons.  It is branded with 
   acid.  It provides resistance to light, dark, and chaos.  It sustains
   your strength.  It lights the dungeon around you.  It cannot be harmed
   by the elements.  


  [Options]

Adult: Allow purchase of stats using points  : no  (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 29.5.2005 13:17
Last updated on 12.7.2005 17:51

Download this dump

96. on the Ladder (of 19090)
9. on the Angband Ladder (of 6561)
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Comments

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On 29.5.2005 13:17 davewoodall17@hotmail.com wrote:
First dump, can't seem to find any decent artifacts, going deeper!

On 29.5.2005 20:05 davewoodall17@hotmail.com wrote:
Whew! made it to Level 50, shame my character is so boring.

On 1.6.2005 19:11 davewoodall17@hotmail.com wrote:
Waiting for better armour and a kick ass weapon before taking on the top banana Morgoth.

On 2.6.2005 09:50 donalde@pp.inet.fi wrote:
wear bard, it is better weapon: with bard you do x15 damage in round, while belthronding is x12 weapon.

sell: ingwe, dwarves, evenstar, thorongil, glamdring, gurthang, elvagil, til-i-arc, mudwine, amras, amrod, lothlorien short bow.

Start colecting seeker arrows of slay evil for final fight, also you need potions: healing, *healing*, life, speed and restore mana. Also you need scrolls: banishment and massbanishment.


On 2.6.2005 11:33 davewoodall17@hotmail.com wrote:
Thanks for the advice.
Sounds as if Morgoth needs to be attacked from distance then with a constant means of recovery.

On 2.6.2005 15:16 donalde@pp.inet.fi wrote:
Sea of runes is most common tactics. You don't let morgy on melee disctnce, teleport him away after he has breaken troght couple of runes. If he summons demons/greater undeads, use banish/massbanish. Also, it is recomended to kill all high uniques before going against Morgy. You need means of recovery, since morgy can make something like 600hp damage in single round.

On 3.6.2005 01:47 nckmccnnll@yahoo.com.au wrote:
You have an issue with speed, too. For the final battle I'd be swapping in thet RoS(+13) for probably Narya. Morgoth is +30 speed, so you need to be able to haste to at least that, or you risk him doing you 550ish damage twice in a row.

On 3.6.2005 13:38 davewoodall17@hotmail.com wrote:
Eight uniques still alive. Anyone know how to kill Qlzqqlzuup, the Emperor Quylthulg?

On 4.6.2005 20:10 davewoodall17@hotmail.com wrote:
A minor breakthrough, found the Glaive of Pain amongst a pit of multi-hued dragons!

On 4.6.2005 22:30 davewoodall17@hotmail.com wrote:
At Dlev98. Waiting to pick off Vecna, Gothmog and Qlzqqlzuup before going to Dlev99 to take on Sauron

On 5.6.2005 12:37 davewoodall17@hotmail.com wrote:
Only Qlzqqlzuup, Vecna, Sauron and Morgoth to go!

On 5.6.2005 13:15 donalde@pp.inet.fi wrote:
For final fight, you need one more con. And it looks like you are going to melee, so RShards is recomended. In final fight aggravations doesn't matter, so Palantir is for few more manapoints. You need to collect more means of healing and (mass)banishment.

On 6.6.2005 23:21 davewoodall17@hotmail.com wrote:
I'm at dlev96 and I've been here for what seems like weeks. There's a never ending succession of nasties who keep summoning each other. Found Power Dragon Scale Mail but wasn't Bladeturner, damn!

On 7.6.2005 17:01 davewoodall17@hotmail.com wrote:
Vecna was carrying 'Deathwreaker'. Now have a nice decision to make. Is it better than the Glaive of Pain?! Only unique left alive is Sauron.

I seem to have a problem with my Body armour being too heavy.

On 7.6.2005 17:02 davewoodall17@hotmail.com wrote:
Vecna was carrying 'Deathwreaker'. Now have a nice decision to make. Is it better than the Glaive of Pain?! Only unique left alive is Sauron.

I seem to have a problem with my Body armour being too heavy.

On 7.6.2005 17:53 davewoodall17@hotmail.com wrote:
Last of the uniques, Sauron defeated. He wasn't carrying anything of any use. Not sure I'm quite ready for Morgoth

On 8.6.2005 13:05 davewoodall17@hotmail.com wrote:
Made top 50 on Angband ladder. Slaughtering Bile Demons, Greater Balrogs, worms etc etc in the hope they will drop some decent body armour. I think I need some for dLev100

On 8.6.2005 13:42 davewoodall17@hotmail.com wrote:
Battered Morgy to death. He was easier than expected.

On 10.6.2005 16:55 davewoodall17@hotmail.com wrote:
At last! Feanor!

On 25.6.2005 13:53 davewoodall17@hotmail.com wrote:
Going after remaining artifacts. A whopping 30 to find. Any advice on how deep to look? Does looking at approx the level they can be found improve chances I wonder.

On 25.6.2005 23:54 andrew@msri.org wrote:
Hey, Congratulations on the ranger winner! if you're looking for artifacts and dont mind being cheap, may i suggest that you dive to dlvl 127 and clone Great Storm Wyrms? (or Ice). You have an awesome kit, i also am trying to collect all the artifacts, but havent found deathwreaker or feanor :(
and hey - dont you have the Recall spell from Mordenkainen's Escapes? how come you have a rod as well?

On 26.6.2005 00:10 davewoodall17@hotmail.com wrote:
Well spotted, dumped the rods of recall. 27 artifacts yet to find.

On 28.6.2005 08:57 davewoodall17@hotmail.com wrote:
Final found 'The One Ring' after doing battle with Balrogs, Pit Fiends, Bile Demons etc etc on dLev127. 25 artifacts still to find including all 3 DSM

On 2.7.2005 11:58 davewoodall17@hotmail.com wrote:
Typo on my E-mail! Hopefully the other dump can be removed!

On 3.7.2005 15:04 davewoodall17@hotmail.com wrote:
119/136 artidfacts found. Still looking for Ringil, Bladeturner, Mediator and Razorback

On 8.7.2005 14:32 davewoodall17@hotmail.com wrote:
Twelve artifacts to find. The 3 x DSMs are proving to be very illusive!

On 12.7.2005 17:51 davewoodall17@hotmail.com wrote:
127/136 artifacts found. Found loads of Power, Balance and Multi-hued DSM. None have turned out to be artifacts as yet!

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