The Angband Ladder: Max, Dwarf Priest by <bstover at utulsa dot edu>

  [Angband 3.0.5 Character Dump]

 Name   Max                                      Self  RB  CB  EB   Best
 Sex    Male              Age        43   STR:  18/75  +2  -1 +11 18/195
 Race   Dwarf             Height     44   INT:  18/75  -3  -3  +8  18/95
 Class  Priest            Weight    140   WIS:  18/75  +2  +3 +16 18/285
 Title  Patriarch         Status     34   DEX:  18/74  -2  -1 +17 18/214
 HP     -68/959           Maximize    Y   CON:  18/75  +2  +0 +11 18/205
 SP     382/396           Preserve    Y   CHR:  18/75  -3  +2 +13 18/195

 Level           50       Armor    [49,+118]     Saving Throw  Legendary
 Cur Exp   39080435       Fight    (+61,+49)     Stealth       Excellent
 Max Exp   39080435       Melee    (+83,+74)     Fighting      Legendary
 Adv Exp   ********       Shoot    (+81,+22)     Shooting      Legendary
 MaxDepth   6350 ft       Blows       4/turn     Disarming        Superb
 Gold      10940548       Shots       2/turn     Magic Device     Heroic
                                                 Perception    Very Good
 Burden   186.4 lbs       Infra        90 ft     Searching     Excellent

 You are one of two children of a Dwarven Miner.  You are a credit to
 the family.  You have dark brown eyes, straight black hair, a three
 foot beard, and a dark 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:.............


  [Last Messages]

> It was a good hit!
> You hit the Great Wyrm of Chaos.
> The Great Wyrm of Chaos flees in terror!
> The Great Wyrm of Perplexity casts a fearful illusion.
> You refuse to be frightened.
> The Great Wyrm of Balance breathes disenchantment.
> The Great Wyrm of Chaos resists.
> The Great Wyrm of Perplexity grunts with pain.
> Low hitpoint warning!
> *** LOW HITPOINT WARNING! ***
> You miss the Great Wyrm of Chaos.
> You hit the Great Wyrm of Chaos.
> You have slain the Great Wyrm of Chaos.
> The Greater Balrog casts a plasma bolt.
> You die.


  [Character Equipment]

a) The Long Sword 'Ringil' (4d5) (+22,+25) (+10 to speed)
   It increases your speed by 10.  It slays trolls, undead, and all evil
   creatures, and is especially deadly against demons.  It is branded with 
   frost.  It provides resistance to cold, fear, and light.  It is blessed
   by the gods, slows your metabolism, lights the dungeon around you, and 
   speeds your regeneration.  It grants you immunity to paralysis and the
   ability to see invisible things.  It activates for frost ball (100)
   every 40 turns.  It cannot be harmed by the elements.  
b) The Long Bow 'Belthronding' (x3) (+20,+22) (+1)
   It increases your dexterity by 1.  It increases your stealth, speed, 
   and shooting speed by 1.  It provides resistance to disenchantment.  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 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) a Pewter Amulet of Trickery (+4)
   It increases your dexterity by 4.  It increases your stealth, searching,
   infravision, and speed by 4.  It provides resistance to poison and 
   nexus.  It sustains your dexterity.  
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) Balance Dragon Scale Mail (-2) [30,+16]
   It provides resistance to sound, shards, chaos, and disenchantment.  It
   activates for breathe balance (250) every 300+d300 turns.  It cannot be
   harmed by the elements.  
h) The Cloak 'Colluin' [1,+15]
   It provides resistance to acid, lightning, fire, cold, and poison.  It
   activates for resistance (20+d20 turns) every 111 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 Golden Crown of Gondor [0,+13] (+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 Set of Cesti of Fingolfin (+9,+9) [5,+19] (+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 Holy Book of Prayers [Beginners Handbook]
b) a Holy Book of Prayers [Words of Wisdom] {90% off}
c) a Holy Book of Prayers [Chants and Blessings]
d) a Holy Book of Prayers [Exorcism and Dispelling]
e) a Holy Book of Prayers [Ethereal Openings] {@m4}
   It cannot be harmed by the elements.  
f) 2 Holy Books of Prayers [Godly Insights] {@m5}
   It cannot be harmed by the elements.  
g) a Holy Book of Prayers [Purifications and Healing]
   It cannot be harmed by the elements.  
h) a Holy Book of Prayers [Holy Infusions]
   It cannot be harmed by the elements.  
i) a Holy Book of Prayers [Wrath of God]
   It cannot be harmed by the elements.  
j) 4 Indigo Potions of Restore Mana {10% off}
k) a Magnesium Rod of Healing (charging)
   It cannot be harmed by electricity.  
l) 2 Mithril Rods of Speed
   It cannot be harmed by electricity.  
m) a Lead-Plated Wand of Stone to Mud (0 charges)
n) 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.  
o) a Shadow Cloak of Protection [6,+27]
   It provides resistance to shards.  It cannot be harmed by the elements.
   
p) The Pair of Soft Leather Boots of Wormtongue (-8,-8) [2,+8] (+3)
   It increases your intelligence and dexterity by 3.  It increases your 
   stealth and speed by 3.  It makes you fall like a feather.  It
   activates for phase door every 20 turns.  It cannot be harmed by the
   elements.  
q) The Pair of Soft Leather Boots 'Dal-i-thalion' [2,+15] (+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.  
r) The Dagger 'Belangil' (2d4) (+6,+9) (+2)
   It increases your dexterity by 2.  It is branded with frost.  It
   provides resistance to cold.  It slows your metabolism and speeds your
   regeneration.  It grants you the ability to see invisible things.  It
   activates for frost ball (48) every 5+d5 turns.  It cannot be harmed by
   the elements.  
s) The Dagger of Rilia (2d4) (+4,+3)
   It slays orcs.  It is branded with poison.  It provides resistance to 
   poison and disenchantment.  It activates for stinking cloud (12) every
   4+d4 turns.  It cannot be harmed by the elements.  
t) The Katana 'Aglarang' (8d4) (+0,+0) (+5)
   It increases your dexterity by 5.  It increases your speed by 5.  It
   sustains your dexterity.  It cannot be harmed by the elements.  
u) The Two-Handed Sword 'Gurthang' (3d6) (+13,+17) (+2)
   It increases your strength by 2.  It is especially deadly against 
   dragons.  It is branded with fire and poison.  It provides resistance
   to fire and poison.  It slows your metabolism and speeds your
   regeneration.  It grants you immunity to paralysis.  It cannot be
   harmed by the elements.  
v) The Lance of Eorlingas (3d8) (+13,+21) (+2)
   It increases your strength and dexterity by 2.  It increases your speed
   by 2.  It slays orcs, trolls, and all evil creatures.  It provides
   resistance to fear.  It grants you the ability to see invisible things.
   It cannot be harmed by the elements.  
w) 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.
   


  [Home Inventory]

a) 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.  
b) The Amulet of Ingwe (+3)
   It increases your intelligence, wisdom, and charisma by 3.  It
   increases your infravision by 3.  It provides resistance to acid, 
   lightning, and cold.  It grants you immunity to paralysis and the
   ability to see invisible things.  It activates for dispel evil (x5)
   every 50+d50 turns.  It cannot be harmed by the elements.  
c) 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.  
d) 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.  
e) 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.  
f) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3)
   It increases your intelligence, wisdom, and constitution by 3.  It
   provides resistance to acid, poison, and confusion.  It activates for 
   door and trap destruction every 10 turns.  It cannot be harmed by the
   elements.  
g) The Metal Brigandine Armour of the Rohirrim [19,+15] (+2)
   It increases your strength and dexterity by 2.  It provides resistance
   to acid, lightning, fire, cold, fear, confusion, and sound.  It cannot
   be harmed by the elements.  
h) The Full Plate Armour of Isildur [25,+23] (+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 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.  
j) 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.  
k) The Hard Leather Armour of Himring [6,+15]
   It provides resistance to poison, nether, and chaos.  It activates for 
   protection from evil every 100+d100 turns.  It cannot be harmed by the
   elements.  
l) 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.  
m) The Large Leather Shield of the Haradrim [4,+15] (+2)
   It increases your strength and constitution by 2.  It provides
   resistance to poison, fear, and blindness.  It sustains your strength 
   and constitution.  It aggravates creatures around you.  It activates
   for berserk rage (50+d50 turns) every 50 turns.  It cannot be harmed by
   the elements.  
n) The Large Metal Shield of Anarion [5,+20]
   It provides resistance to acid, lightning, fire, and cold.  It sustains
   all your stats.  It cannot be harmed by the elements.  
o) a Shield of Deflection of Preservation [10,+30]
   It provides resistance to nether, disenchantment, and life draining.  
   It sustains your strength, dexterity, and constitution.  It cannot be
   harmed by the elements.  
p) 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.  
q) 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.  
r) 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.  
s) The Pair of Metal Shod Boots of Thror [6,+20] (+3)
   It increases your strength and constitution by 3.  It increases your 
   speed by 3.  It provides resistance to fear.  It cannot be harmed by
   the elements.  
t) The Long Sword 'Anduril' (3d5) (+10,+15) [+10] (+4)
   It increases your strength and dexterity by 4.  It slays orcs, trolls, 
   undead, and all evil creatures.  It is branded with fire.  It provides
   resistance to fire, fear, and disenchantment.  It sustains your 
   strength and dexterity.  It is blessed by the gods.  It grants you 
   immunity to paralysis and the ability to see invisible things.  It
   activates for fire ball (72) every 40 turns.  It cannot be harmed by
   the elements.  
u) The Bastard Sword 'Calris' (5d4) (+9,+20) (+5)
   It increases your constitution by 5.  It slays trolls, demons, and all
   evil creatures, and is especially deadly against dragons.  It provides
   resistance to disenchantment.  It aggravates creatures around you.  It
   cannot be harmed by the elements.  
v) 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.  
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 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.  


  [Options]

Adult: Allow purchase of stats using points  : yes (adult_point_based)
Adult: Allow specification of minimal stats  : yes (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 31.5.2005 22:32
Last updated on 7.6.2005 07:35

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607. on the Ladder (of 18973)
91. on the Angband Ladder (of 6502)

Comments

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On 31.5.2005 22:32 bstover at utulsa dot edu wrote:
Max is my priest, named after my friend who always plays one in RPGs. I have been trying to beat Angband with a priest for a while now, and this character is looking promising. He has come upon Godly Insights and Purifications in the black market, and happened to find boots of speed +6 on the floor.

At the moment, I could really use rConf/rChaos and some more CON. What depth do you think I should be at?

On 1.6.2005 08:40 bstover at utulsa dot edu wrote:
After a few more trips to the dungeon around the 2250' area, stat gain is essentially done. I haven't really found any more artifacts, which is discouraging. I haven't seen anything I've been unable to handle yet. Next update, I hope to have more artifacts!

On 2.6.2005 00:22 bstover at utulsa dot edu wrote:
A few more artifacts have been found, and I have attained level 43. Really hoping for Chaos resist and more CON. In case you've never played a priest, the combination of Clairvoyance and Alter Level is incredibly helpful.

On 2.6.2005 08:53 bstover at utulsa dot edu wrote:
Level 46 and going strong. Found a huge vault that gave me basically nothing except for a Wyrm of Chaos. One breath of disenchantment cost me ~600HP! I have found several more artifacts, such as Nimloth, Amras, and Dor-Lormin. At any rate, I have all the CON I need now. Just need chaos res...

On 2.6.2005 10:03 donalde@pp.inet.fi wrote:
You also need urgently confusion resistance, titans will be appearing soon. So, swap thalkettoth to isildur. Try to gt both CON and WIS to 18/200 (con is now ok)

On 3.6.2005 02:45 bstover at utulsa dot edu wrote:
Thanks for the tip on the Isildur.

The last few levels have been exactly what I needed. I found the Crown of Gondor, which happens to have Chaos resistance; I had to give up ESP, but not a big deal since I constantly detect. Also found shield of Celegorm, which at any rate is better than a simple Resistance shield. Amazingly, I found a ring of speed +9, which I swapped for a CON+4. My CON isn't maxxed anymore, but I figured having +22 speed was worth it. I lost about 70HP for it. I feel I am ready to dive to at least 3000'.

Any suggestions on the CON vs. speed? My current goals are to find something that can give me CON (an artifact shield would do nice), and of course something like Cubragol or Ringil would be excellent!

On 3.6.2005 10:25 bstover at utulsa dot edu wrote:
This is my dump after taking a huge vault, with lots of nasties. There were quite a few uniques I hadn't seen in this game, but I only got one of them (can't even remember who it was). Anyways, the unique toasted all of my Exorcism books, and without healing all is lost. :-)

Got a bunch of phat l00t, but I'm way too tired to go through it right now.

On 3.6.2005 16:49 donalde@pp.inet.fi wrote:
Fingolfin in allways good choise. I also suggest Elessar over Carlammas. Elessear is propably best necklace in game. Also, swap for Sting, it allws you to wear Holcolleth(Sting covers RFear). If I have calculated right, you'll get +2 to speed, +4 STR, +4 WIS, int doesn't matter for priest, +6 DEX, CON stays same, +2 CHR. With this swap you should lose nor gain any resist.You can sell following: all amulets (wear elessar endgame), Careth Asdriag, Lotharamg, Nar-i-vagil, Firestar, Narsil, Gondricam, Aeglin.

On 3.6.2005 23:31 bstover at utulsa dot edu wrote:
I took your advice on the EQ swapping. You were a bit off on the STR, and Sting is not a priestly weapon, but it was still a great swap. Now with 6 hits, melee is the #1 way to kill things with lots of HP. I've killed a total of 76 uniques, including those two annoying angels Gabriel and Uzriel.

For now I decided to swap Barahir for another =oS, which I feel was very much worth it, as I am at something like +38. Currently in the process of diving, looking for things like ?WoG, rod of speed or the +15 artifact boots, anduril, cubragol, and the rings of power. Then I'll probably go take on Sauron.

On 4.6.2005 04:52 bstover at utulsa dot edu wrote:
Finally found rod of speed, meaning I can take off one of my speed rings. At the moment, I have swapped the =oS for =oTulkas, which gave me enough CON to switch my other items around. Now, I am finally wielding a priestly weapon with important stats maxxed and every res except shards.

I would kill for Anduril right about now. I could also use Wrath of God for those times where I just need to get all the summoned creatures away from me. 4000' is no easy place to be; immunities would help greatly.

On 4.6.2005 11:02 bstover at utulsa dot edu wrote:
Another late night of Angband playing, and I've gotten some much needed artifacts. I now have the rings of power Narya and Nenya, which I swap back and forth. Fire immunity is the difference between running away from greater demons and kicking their asses. :-) I'm nearly at 4900 and I *still* haven't found a single Wrath of God; I've been selling Kelek's like they were hotcakes, heh. I guess I'll find one soon enough.

Story is the same: hoping for Anduril.

On 4.6.2005 21:21 bstover at utulsa dot edu wrote:
I got Anduril, and then realized it was _RINGIL_ I wanted. Heh, my mistake...

On 4.6.2005 22:38 bstover at utulsa dot edu wrote:
Currently at 4900' trying to find a few last artifacts, or at least some scrolls of mass banishment. I happened to find Soulkeeper, which has great resists...that I already have taken care of. Currently my kit gives me +29 speed with all important stats maxxed and all resists except shards. What I'm wishing for is either Ringil or Cubragol so I can swap out a =oS for Nenya. Frost immunity might be nice.

As far as uniques go, I think I have about 8 or so before I can try Morgy. Anyways, I'll have to sort these artifacts out later.

On 6.6.2005 19:53 bstover at utulsa dot edu wrote:
Over the weekend, I finally found Ringil, just sitting on the floor of the dungeon! I also happened to find the boots of Feanor, which gives my character plenty of speed. Finally took down Sauron, and I'm looking to take down Morgy pretty soon.

Time to find some scrolls of mass banishment.

On 6.6.2005 21:11 bstover at utulsa dot edu wrote:
Woohoo! Finally won with a priest. I took him on without scrolls of mass banishment and barely made it. My missiles were doing nothing to him, so I actually ended up meleeing him with Ringil...

Now begins my quest for the one ring.

On 6.6.2005 23:14 bstover at utulsa dot edu wrote:
Excellent. Found the one ring at 6300'. I'm still diving all the way to the bottom in hopes of finding more artifacts.

On 7.6.2005 06:41 donalde@pp.inet.fi wrote:
Congratulations!

On 7.6.2005 07:35 bstover at utulsa dot edu wrote:
Dead. Oh well.

On 7.6.2005 17:09 donalde@pp.inet.fi wrote:
Why on Arda you have 3 major monters in LoS, and why didn't you heal when you get hitpoint warning?

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