The Angband Ladder: Dunedil, High-Elf Mage by <roblt97@hotmail.com>

  [Angband 3.0.6 Character Dump]

 Name   Dunedil                                  Self  RB  CB  EB   Best
 Sex    Male              Age       123   STR! 18/100  +1  -5 +16 18/220
 Race   High-Elf          Height     97   INT! 18/100  +3  +3  +8 18/240
 Class  Mage              Weight    192   WIS! 18/100  -1  +0 +10 18/190
 Title  ***WINNER***      Status     38   DEX! 18/100  +3  +1 +12 18/260
 HP     919/919           Maximize    Y   CON! 18/100  +1  -2 +14 18/230
 SP     366/366           Preserve    Y   CHR! 18/100  +5  +1  +6 18/220

 Level           50       Armor    [57,+134]     Saving Throw  Legendary
 Cur Exp   50629665       Fight    (+59,+53)     Stealth       Excellent
 Max Exp   50629665       Melee    (+84,+76)     Fighting      Legendary
 Adv Exp   ********       Shoot    (+69,+14)     Shooting      Legendary
 MaxDepth   6350 ft       Blows       6/turn     Disarming        Superb
 Gold       2099677       Shots       1/turn     Magic Device  Legendary
 Burden   199.8 lbs                              Perception    Excellent
 Speed          +32       Infra        60 ft     Searching          Fair

 You are the only child of a Telerin Ranger.  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) a Lochaber Axe of Fury (3d8) (+25,+23) (+2)
   It increases your strength by 2.  It increases your attack speed by 2.  
   It provides resistance to fear.  It aggravates creatures around you.  
   It cannot be harmed by acid or fire.  
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 '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.  
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 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.  
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 Cloak 'Holcolleth' [1,+4] (+2)
   It increases your intelligence and wisdom by 2.  It increases your 
   stealth and speed by 2.  It cannot be harmed by the elements.  It might
   have hidden powers.
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 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.  
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) a Light Green Potion of Life
k) 6 Scrolls titled "oddoe yp" of *Identify*
l) a Molybdenum Rod of Enlightenment
m) a Platinum Rod of Restoration
   It cannot be harmed by electricity.  
n) a Tin-Plated Wand of Clone Monster (11 charges)
o) a Hemlock Staff of the Magi (3 charges)
p) 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.  
q) The Broken Sword 'Narsil' (3d2) (+6,+10) (+2)
   It increases your strength and dexterity by 2.  It increases your 
   attack speed by 2.  It slays orcs and trolls.  It provides resistance
   to fire.  It is blessed by the gods.  It cannot be harmed by the
   elements.  
r) The Small Sword 'Sting' (1d6) (+7,+8) (+2)
   It increases your strength, dexterity, and constitution by 2.  It
   increases your speed and attack speed by 2.  It slays animals, orcs, 
   undead, and all evil creatures.  It provides resistance to fear and 
   light.  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.  
s) 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.  
t) 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) an Engagement Ring of Speed (+12)
   It increases your speed by 12.  
b) 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.  
c) The Multi-Hued Dragon Scale Mail 'Razorback' (-4) [30,+25]
   It provides immunity to lightning.  It provides resistance to acid, 
   fire, cold, poison, light, and dark.  It lights the dungeon around you.
   It grants you immunity to paralysis and the ability to see invisible
   things, but it also aggravates creatures around you.  It activates for 
   star ball (150) every 50 turns.  It cannot be harmed by the elements.  
d) Power Dragon Scale Mail (-3) [40,+22]
   It provides resistance to acid, lightning, fire, cold, poison, light, 
   dark, blindness, confusion, sound, shards, nexus, nether, chaos, and 
   disenchantment.  It activates for breathe the elements (300) every
   300+d300 turns.  It cannot be harmed by the elements.  
e) 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.  
f) The Shadow Cloak of Tuor [6,+12] (+4)
   It increases your dexterity by 4.  It increases your stealth by 4.  It
   provides immunity to acid.  It grants you immunity to paralysis and the
   ability to see invisible things.  It cannot be harmed by the elements.  
   
g) 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.  
h) 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.  
i) 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.  
j) The Steel Helm of Hammerhand [6,+20] (+3)
   It increases your strength, dexterity, and constitution by 3.  It
   provides resistance to acid, cold, dark, and nexus.  It sustains your 
   strength, dexterity, and constitution.  It aggravates creatures around
   you.  It cannot be harmed by the elements.  
k) 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.  
l) 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.  
m) 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.  
n) 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.  
   
o) 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.  
p) The Bastard Sword 'Calris' (5d4) (-20,+20) (+5) {cursed}
   It increases your constitution by 5.  It is cursed.  It cannot be
   harmed by the elements.  It might have hidden powers.
q) The Executioner's Sword 'Crisdurian' (4d5) (+18,+19)
   It slays orcs, trolls, giants, dragons, undead, and all evil creatures.
   It grants you the ability to see invisible things.  It cannot be harmed
   by the elements.  
r) The Trident of Ulmo (4d8) (+15,+19) (+4)
   It increases your dexterity by 4.  It slays animals and dragons.  It
   provides immunity to acid.  It provides resistance to nether and life
   draining.  It is blessed by the gods, slows your metabolism, and speeds
   your regeneration.  It grants you immunity to paralysis and the ability
   to see invisible things.  It activates for teleport away every 50 turns.
   It cannot be harmed by the elements.  
s) The Glaive of Pain (9d6) (+0,+30)
   It provides resistance to fear.  It cannot be harmed by the elements.  
t) 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.  
u) The Dwarven Pick of Erebor (3d4) (+10,+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.  
v) The Mattock of Nain (2d8) (+12,+18) (+6 to searching)
   It increases your strength by 6.  It increases your searching, 
   infravision, and tunneling by 6.  It slays orcs, trolls, giants, and 
   dragons.  It provides resistance to dark and disenchantment.  It
   activates for stone to mud every 2 turns.  It cannot be harmed by the
   elements.  
w) The Heavy Crossbow of Umbar (x4) (+18,+18) (+2)
   It increases your strength and constitution by 2.  It increases your 
   shooting power by 2.  It provides resistance to lightning, light, dark, 
   and blindness.  It aggravates creatures around you.  It activates for a
   magical arrow (150) every 20+d20 turns.  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 15.6.2005 16:06
Last updated on 15.7.2005 23:14

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392. on the Ladder (of 19090)
57. on the Angband Ladder (of 6561)
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Comments

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On 15.6.2005 16:06 roblt97@hotmail.com wrote:
Well, back on the saddle now that I'm done with ToME for a while. Found an orc pit at 500' that sent my levels through the roof (for a High Elf, anyway). And now a nice break on the helm. Other than that, quiet game so far. I'm starting to dive a bit; hopefully more to say in the future.

On 1.7.2005 06:56 roblt97@hotmail.com wrote:
This 3.06 is fun. Just found a greater vault at 1000' and I've begun clearing it. I don't have any teleport away items, so I really need to hit level 23 before I run into the Lich and other unis in there.

Can we nurse this guy past lvl 46, where all my other high elf mages die? We'll see. I found that scroll of mass banishment at 350', so maybe the RNG likes me this time around.

On 2.7.2005 00:49 roblt97@hotmail.com wrote:
I'm diving faster than usual, having just read that thread about diving speed. Only the one art so far (not a bad one--Cambeleg), and only one spellbook. It's more fun than hovering and scouring, my usual style. Wouldn't mind finding Raal's soon. And ResConf.

On 2.7.2005 17:07 roblt97@hotmail.com wrote:
=Speed +7 at 2000', things are looking good. I have a few choices on armor--I could put on that elven chain and get ResChaos, but I'd lose the con bonus from my dwarven armor. Not sure which way to go. I've had to hover just a bit at 2000'--tough levels have forced me to recall a few times. But I think I'm ready to start heading down again. I'm getting more use out of teleport other than I ever expected.

On 3.7.2005 03:46 roblt97@hotmail.com wrote:
Yowza. At 58 I found the biggest vault I've ever seen, packed with all kinds of stuff (the square with inner divisions of an X). Almost my entire kit is from that vault. In other news, stat gain is going fine, and I'm getting closer to being as deep as I've ever been (78, I think). I teleport other a LOT of monsters, though. Hopefully I can get in a few easy kills to boost my level to 36, and Rift.

On 5.7.2005 03:10 roblt97@hotmail.com wrote:
Clvl 37 Dlvl 85. I really like this faster approach to the game; it forces you to be much more disciplined. My main "weapon" is teleport other, but I'm slowly gaining ground on the bad guys. I can take dragon pits, some hounds, dreads (sort of), etc. I'd like to see better items soon, or better yet a big ol' vault.

On 5.7.2005 19:03 roblt97@hotmail.com wrote:
I FINALLY found Kelek's at Clvl40/Dlvl91. I have been thinking I'd like to Banish hounds on some levels, where there are dozens and dozens of them. Chaos and Aether hounds are beyond me, though I can handle Ethereal if I control the initial rush (lots of teleport other, kill them as they straggle back). I also picked up some new weapons and armor, but I can't swap just yet--too many holes.

I am now way deeper than I've been before, and it almost seems that things have gotten easier (ducks RNG lightning bolt). A few more good hauls from vaults and I should be able to start KILLING things instead of making them disappear.

On 6.7.2005 04:37 roblt97@hotmail.com wrote:
I've bottomed out at 99 and I'm starting to kill Nazgul. After teleporting him away over and over and over again for 40 levels, I killed Adunaphel and a few of his buddies. I've seen 94 uniques, though I've killed nowhere near that. None of them dropped anything worthwhile.

I have a hard choice on kit right now--sort of. Erebor gives me nice boosts and terrific damage, but I lose ResPois. Obviously that won't work. For now, though, I'm going to swap between them when it's safe. Hopefully I can fill in my holes soon.

On 6.7.2005 16:31 roblt97@hotmail.com wrote:
Hurray for PDSM! My first ever, and boy does it feel good not to worry about resists on any other gear. Of course I had to be a little disappointed that it wasn't Bladeturner...=)

A few thousand more xp and I'll be as high a level as all my best losers. I just keep hunting down vaults and weaker uniques, hoping to get lucky on drops. Nothing is more annoying than killing a Nazgul, hitting the pile of 10 objects with an acid ball, and everything disappearing. Grrr.

On 6.7.2005 22:31 roblt97@hotmail.com wrote:
Officially my best character ever. I am having trouble sorting some pretty good artifacts that I find--I won't use them in the end, but they might prove useful en route. I decided I was at a good kit level and just started tossing whatever I didn't think I'd use in my final arrangement.

My biggest unique killed is Lungorthin, with about 50/95 killed/seen. I am realizing that I am more powerful than I thought, so I am turning up the heat and killing uniques (or trying) whenever I see them. Amusingly, Bullroarer is still alive somewhere. That will be a short conversation.

Probably another post when I hit 48.

On 7.7.2005 15:43 roblt97@hotmail.com wrote:
Clvl48, and flying along. My highest kill was Gothmog, but my biggest was probably Qzzy--I never thought I'd find that pile of flesh. Found Narya and the Palantir from Ancalagon's bodyguards (he's still alive somewhere), but I can't easily switch gear right now. Arkenstone is my only HoldLife and Tulkas is giving me much needed Str and Con. Oddly, I still haven't seen Barahir, so there will be at least one anticlimactic "Ooh, a new ring!" moment. Grr.

On 7.7.2005 19:55 roblt97@hotmail.com wrote:
Killing Gabriel put me at Clvl50. I found Barahir, Vilya, then Nenya in rapid-fire. With Cubragol I could put on Nenya (or even Narya for the fire immunity) and have my stats more or less where I want them.

I've been hunting uniques before going after Sauron. I'm somewhere around 75/96, with plenty of biggies to go. But I am getting tired of it and I might make a try at Sauron before I finish up that task.

On 8.7.2005 02:36 roblt97@hotmail.com wrote:
Killing Sauron was a huge rush. The first time I tried him almost ended in total disaster--he summoned a roomful of very-high-end uniques (Ancalagon, Cantoras, Carcharoth, Tarrasque, Mouth of Sauron, plus little-bitty Baphomet). I escaped and took the opportunity to hunt down all those uniques, but disaster nearly struck again against the Mouth--he took me to 16 (!) hp, and I had terrible memories of losing a 46th lvl mage to him once. But I escaped and killed him.

The second time around, I made sure there were no high-end uniques left, and then the chase was on. We were all over the level, and he kept summoning hordes of monsters when I got him to 2 stars. Each time I had to regroup, Banish them, and try again. I had a bad spot with Wyrms of Law+Sauron (eesh!)--I had the punk at 1 star and was sure I could take him. One Law clawed me and the other breathed me down to 119 hp, and I ran ran ran. It took several more tries and another batch of (weaker) unique-summons, but I finally took him. My reward was Eowyn's sword, which is really quite nifty.

I'm at 96/96 uniques, which I hope is all of them--or at least close, because it's time for everyone's favorite Lord of Darkness to take a trip out back to the wood shed.

On 8.7.2005 05:01 roblt97@hotmail.com wrote:
Well Morgoth was suitable scary, and I must have banished about 100 undead and demons. But in the end, he was no match for my combination of seeker bolts of Holy Wrath, Rift, and Mana Storm. He did knock me way, way down in hp a few times--around 50 left--but I only had to use a few of my pots. A phase door-potion combo almost always worked, and I only had to teleport away a few times. Great fun, great challenge, great game.

But I just have to find the artifacts. I am a completionist gamer, so it's off to the deepest pits to find Feanor, Ringil, etc. I've dropped my speed ring in favor of Narya, so I can protect my books and staff. I should be good to go. Climbing the ladder also appeals to me some--at least cracking the top 100.

On 8.7.2005 06:19 HallucinationMushroom@Yahoo.egg wrote:
Hey, a good story... looks like you had a good time! All I can say is, "Good job, Bob."

On 9.7.2005 05:55 roblt97@hotmail.com wrote:
Thanks for the post. I did have fun playing and logging my progress, although you're probably the only other person who read it. :)

This much xp should put me in the top 100. I got a nice vault at about 115, and another so-so vault at 121. 85 artifacts found, so a long way to go. I think the one I want most right now is Deathwreaker--I could go total resist if I had that. Or of course the One. :)

On 10.7.2005 19:20 roblt97@hotmail.com wrote:
I've found a few more artifacts, but I'd really like to hear some opinions on this weapon I'm wielding. I found it by accident while clearing out a greater vault on 127. For whatever reason I hit a pile of stuff with Acid instead of Mana, so this ego survived. I do tons more damage with it--but how does it stack up against other Fury weapons? Just curious.

I should be top 50 now.

On 12.7.2005 06:16 roblt97@hotmail.com wrote:
A black dragon pit should put me in the top 25 now. I have 103 artifacts found, including my supa-fly boots. The wierd one that I haven't seen yet is Anarion; the one I always wanted but can't really use now that I've found it is Dor-Lomin.

Some cloning, but that gets boring *real* fast. I clear out pits mostly--in fact, I found Feanor in a graveyard, which I would never normally clear. DFL, I guess.

On 15.7.2005 23:14 roblt97@hotmail.com wrote:
Up to 113 artifacts, including Razorback, which was fairly exciting--it was only the second MDSM I'd seen in Vanilla. I'm in the middle of experimenting with cloning GWoBs, which is even more dangerous than I first thought it to be. I figure if you're going to bend the ethics of the game, at least leave some risk involved, right? In the same spirit, I found Narsil in a graveyard (I think that was since the last dump).

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