The Angband Ladder: Fingolfin, High-Elf Ranger by <cicero@middle-earth.us>

  [Angband 3.0.6 Character Dump]

 Name   Fingolfin                                Self  RB  CB  EB   Best
 Sex    Male              Age       109   STR! 18/100  +1  +2 +16 18/290
 Race   High-Elf          Height     87   INT! 18/100  +3  +2 +13 18/280
 Class  Ranger            Weight    187   WIS! 18/100  -1  +0 +12 18/210
 Title  ***WINNER***      Status     41   DEX! 18/100  +3  +1 +15 18/290
 HP     971/971           Maximize    Y   CON! 18/100  +1  +1  +8 18/200
 SP     343/343           Preserve    Y   CHR! 18/100  +5  +1 +13 18/290

 Level           50       Armor    [74,+194]     Saving Throw  Legendary
 Cur Exp   99999999       Fight    (+64,+62)     Stealth          Superb
 Max Exp   99999999       Melee    (+82,+80)     Fighting      Legendary
 Adv Exp   ********       Shoot    (+74,+14)     Shooting      Legendary
 MaxDepth   6350 ft       Blows       5/turn     Disarming        Superb
 Gold     100369010       Shots       1/turn     Magic Device  Legendary
 Burden   204.4 lbs                              Perception       Superb
 Speed          +32       Infra        60 ft     Searching     Excellent

 You are one of several children of a Telerin Archer.  You have light
 grey eyes, wavy brown 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 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 '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) 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 Power Dragon Scale Mail 'Bladeturner' (-8) [50,+35]
   It provides resistance to acid, lightning, fire, cold, poison, fear, 
   light, dark, blindness, confusion, sound, shards, nexus, nether, chaos, 
   disenchantment, and life draining.  It speeds your regeneration.  It
   activates for berserk rage, bless, and resistance every 400 turns.  It
   cannot be harmed by the elements.  
h) a Shadow Cloak of Aman [6,+39] (+3 to stealth)
   It increases your stealth by 3.  It provides resistance to nether.  It
   cannot be harmed by the elements.  
i) a Shield of Deflection of Preservation [10,+41]
   It provides resistance to poison, disenchantment, and life draining.  
   It sustains your strength, dexterity, and constitution.  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) a Pair of Hard Leather Boots of Speed [3,+16] (+10)
   It increases your speed by 10.  


  [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) 18 Gold Potions of *Healing*
k) 5 Purple Potions of Life
l) 6 Scrolls titled "dan rea mikkli" of *Identify*
m) a Pine Staff of Healing (7 charges)
n) 20 Seeker Bolts of Holy Might (4d5) (+22,+15)
   It slays demons, undead, and all evil creatures.  It cannot be harmed
   by acid or fire.  


  [Home Inventory]

a) 2 Aquamarine Rings of Speed (+16)
   It increases your speed by 16.  
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 '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 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.  
e) 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.  
f) 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.  
g) The Balance Dragon Scale Mail 'Mediator' (-4) [30,+25]
   It provides resistance to confusion, sound, shards, nexus, chaos, and 
   disenchantment.  It slows your metabolism and speeds your regeneration.
   It grants you immunity to paralysis, but it also aggravates creatures
   around you.  It activates for star ball (150) every 50 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 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 Shadow Cloak of Luthien [6,+20] (+2) (charging)
   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.  
l) 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.  
   
m) The Small Metal Shield of Thorin [3,+24] (+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.  
n) 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.  
o) 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.  
p) The Massive Iron Crown of Morgoth [0,+11] (+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 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.  
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 '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.  
u) The Long Sword 'Anduril' (3d5) (+10,+15) [+10] (+4)
   It increases your strength and dexterity by 4.  It cannot be harmed by
   the elements.  It might have hidden powers.
v) The Mighty Hammer 'Grond' (9d9) (+10,+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.  
w) 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.  
x) 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.  


  [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 10.7.2005 23:04
Last updated on 26.7.2005 23:24

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97. on the Ladder (of 19090)
10. on the Angband Ladder (of 6561)
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Comments

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On 10.7.2005 23:04 cicero@middle-earth.us wrote:
Feanor's is still proving elusive...

On 11.7.2005 06:17 cicero@middle-earth.us wrote:
Still no Feanor's! Just found Ringil, which is a bit pointless, because Deathwreaker is such a good weapon. 115 artifacts found, a few more to go.

On 11.7.2005 16:27 roblt97@hotmail.com wrote:
Wow! 30 million xp in one day. I don't have the patience for that much cloning. Good luck with the rest of the artifacts--lots of people trying to complete the list these days it seems (me included).

On 14.7.2005 22:20 wrote:
Awesome job.

On 19.7.2005 18:37 cicero@middle-earth.us wrote:
Still no Feanors. Found a better RoS, though.. and switched to Cubragol - since I almost always use melee, an extra 9 speed was more useful than a fourth rDisenchant.

Up to 124 artifacts. 11 to go? 12? Something like that. I've found all the really rare ones except for Feanor's, though, including all three DSM's.

On 19.7.2005 18:52 cicero@middle-earth.us wrote:
Although.. I've been wondering if I want to switch out the RoS for Vilya. I would lose 13 speed, but I would gain.. hmm.. a fourth rDisenchant, a third +Regen, Feather Falling, a fourth rPoison, and a second Hold Life. Plus an extra +10/+10 to attack/damage.

That would leave me with +32 base speed.. or +37 with Feanor's once I find them. Instead of +45 now, or +50 with Feanor's. I heard that the speed bonus is no longer linear after +30? Is there a huge difference between +37 speed and +50?

On 19.7.2005 19:06 roblt97@hotmail.com wrote:
Why are you trying to get "extra" resists? As far as I understand the rules of the game, two permanent sources of resist don't stack. 1 of any resist is plenty.

I would swap in Vilya. You have way more than enough speed to fight anything in the game. My speed is +32/+42 hasted, I'm a mage, and I melee everything with no problems (although I think I do more damage than you, but not enough to make much difference).

Way to go with the DSMs. I've only found Razorback so far.

On 19.7.2005 19:16 cicero@middle-earth.us wrote:
I was under the impression that the resists stacked, although I don't know what I am basing that on, other than that's the way things seem to work in most games. Is one permanent rPoison really the same as five?

I'm thinking more about damage-oriented attacks, like poison breath/confusion breath/etc., rather than things like being poisoned or being confused.

I'm still wondering if anyone made tables about how +speed works past +30. If resists don't stack, then +50 speed almost seems more tempting than +37 speed with an extra +10/+10 to attack/damage.

On 19.7.2005 20:46 roblt97@hotmail.com wrote:
I'm sure that someone with more knowledge of the game could provide a more authoritative answer, but...

"Multiple permanent resistances do nothing for you"--Angband newbie faq at Thangorodrim. Granted it is a very old faq, but I don't think they would have made such a major change without documenting it.

The best you can ever do against something really fast in Angband is get 2 turns to its 1, with occassional hiccups where you get 1 to 1. If +50 speed gets you to 2 to 1 and +37 doesn't, the extra speed might be be worth it. I know that with +42, I get 2 to 1 against GWoBs, and 1 to 1 with +32 speed. I don't know which way +37 breaks.

Do rangers get Haste Self? If they do, you should be casting that and using Vilya, 100%. Otherwise, you will have to experiment yourself with how many turns you get against GWoBs (or whatever you are cloning/fighting these days).

On 19.7.2005 22:21 cicero@middle-earth.us wrote:
Went ahead and switched in Vilya, and everything seems to be working fine.

On 26.7.2005 23:24 cicero@middle-earth.us wrote:
129/136 artifacts found so far. Still looking for Blade of Chaos Doomcaller, Narsil, Bastard Sword of Eowyn, Spear of Melkor, Great Axe of Eonwe, Ball-and-Chain of Fundin Bluecloak, and, of course, Feanor's. I'll bet Feanor's is the last artifact I find.

On 26.7.2005 23:35 roblt97@hotmail.com wrote:
Wow, getting close. The funny thing is I have all those artifacts and I'm at 119. Wish I could find those DSM arts!

Good luck with the last 7.

On 27.7.2005 00:47 jmiddendorf@hmc.edu wrote:
Permanent resistances do *not* stack. You can only get resistance to anything once, except the basic 4 and poison. The basic 4 you can get double resist and immunity for, and poision just dbl. resist. The double resists have to be a permanent and a temporary source. You have immunity to the basic 4 from the one ring, so other than casting resist poison (if it exists as a mage spell). Feather Falling, Telep, Regen, etc. also do not stack. They are all or nothing.

As for speed, it's never "linear" to my understanding. There's a lookup table somewhere, which dictates how many units of time it takes something of a given speed to do something. I understand there is little improvement past around +30 speed.

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