The Angband Ladder: Quendus, High-Elf Ranger by Quendus

  [Angband 3.0.7s Character Dump]

 Name   Quendus                                  Self  RB  CB  EB   Best
 Sex    Male              Age       112   Str! 18/100  +1  +2  +2 18/150 18/145
 Race   High-Elf          Height     93   INT! 18/100  +3  +2  +2 18/170
 Class  Ranger            Weight    188   WIS! 18/100  -1  +0  +2 18/110
 Title  Ranger Lord       Status     84   Dex! 18/100  +3  +1  +5 18/190 18/185
 HP     -30/899           Maximize    Y   CON! 18/100  +1  +1  +6 18/180
 SP     80/353            Preserve    Y   CHR! 18/100  +5  +1  +0 18/160

 Level           49       Armor    [23,+105]     Saving Throw     Heroic
 Cur Exp    9215554       Fight    (+29,+18)     Stealth          Superb
 Max Exp    9234052       Melee    (+43,+32)     Fighting      Legendary
 Adv Exp   10350000       Shoot    (+43,+17)     Shooting      Legendary
 MaxDepth   2650 ft       Blows       7/turn     Disarming        Superb
 Gold       3089825       Shots       3/turn     Magic Device  Legendary
 Burden   128.3 lbs                              Perception    Very Good
 Speed          +21       Infra        40 ft     Searching     Very Good

 You are the only child of a Telerin Mage.  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:.+...........


  [Last Messages]

> It was a good hit!
> You miss the Night mare. <2x>
> You hit the Night mare.
> The Night mare bites you.
> You feel your life slipping away!
> The Night mare hits you.
> The Night mare misses you. <2x>
> You miss the Night mare.
> You hit the Night mare.
> You miss the Night mare.
> You hit the Night mare. <4x>
> The Dracolich breathes nether.
> The Night mare is immune.
> You keep hold of your life force!
> You die.


  [Character Equipment]

a) The Scimitar 'Haradekket' (2d5) (+14,+14) (+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.  
b) a Long Bow of Extra Might (x3) (+14,+17) (+1)
   It increases your shooting power by 1.  
c) a Zircon Ring of Speed (+7)
   It increases your speed by 7.  
d) a Tiger Eye Ring of Constitution (+4)
   It increases your constitution by 4.  It sustains your constitution.
   
e) The Jewel 'Evenstar' {@w1}
   It provides resistance to cold, dark, and life draining.  It
   sustains your intelligence, wisdom, and constitution.  It activates
   for restore life levels every 150 turns.  It cannot be harmed by the
   elements.  
f) The Star of Elendil {!d!k!v}
   It lights the dungeon around you.  It grants you the ability to see
   invisible things.  It activates for magic mapping every 50+d50 turns.
   It cannot be harmed by the elements.  
g) The Leather Scale Mail 'Thalkettoth' (-1) [11,+25] (+3)
   It increases your dexterity by 3.  It increases your speed by 3.  It
   provides resistance to acid and shards.  It cannot be harmed by the
   elements.  
h) The Cloak 'Colannon' [1,+13] (+3)
   It increases your stealth and speed by 3.  It provides resistance to 
   nexus.  It activates for teleport every 45 turns.  It cannot be
   harmed by the elements.  
i) a Small Leather Shield of Elvenkind [2,+15] (+2 to stealth)
   It increases your stealth by 2.  It provides resistance to acid, 
   lightning, fire, cold, and poison.  It cannot be harmed by the
   elements.  
j) The Iron Helm 'Holhenneth' [5,+14] (+2)
   It increases your intelligence and wisdom by 2.  It increases your 
   searching by 2.  It provides resistance to blindness and confusion.  
   It grants you the ability to see invisible things.  It activates for 
   detection every 55+d55 turns.  It cannot be harmed by the elements.  
   
k) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2)
   It increases your strength and constitution by 2.  It grants you 
   immunity to paralysis.  It cannot be harmed by the elements.  
l) a Pair of Hard Leather Boots of Speed [3,+10] (+8)
   It increases your speed by 8.  


  [Character Inventory]

a) 3 Books of Magic Spells [Magic for Beginners] {!d!k!v@m1}
b) 4 Books of Magic Spells [Conjurings and Tricks] {!d!k!v@m2}
c) a Book of Magic Spells [Incantations and Illusions] {!d!k!v@m3}
d) 7 Books of Magic Spells [Sorcery and Evocations] {!d!k!v@m4}
e) a Book of Magic Spells [Resistances of Scarabtarices] {!d!k!v@m5}
   It cannot be harmed by the elements.  
f) a Book of Magic Spells [Raal's Tome of Destruction] {!d!k!v@m6}
   It cannot be harmed by the elements.  
g) a Book of Magic Spells [Mordenkainen's Escapes] {!d!k!v@m7}
   It cannot be harmed by the elements.  
h) a Book of Magic Spells [Tenser's Transformations] {!d!k!v@m8}
   It cannot be harmed by the elements.  
i) 8 Blue Speckled Potions of Healing
j) a Purple Potion of *Healing*
k) 7 Orange Speckled Potions of Restore Mana
l) an Orange Potion of Restore Wisdom
m) 3 Scrolls titled "ganso bluwerg" of *Identify*
n) 2 Scrolls titled "manorg tinag" of Banishment
o) 2 Platinum Rods of Probing (1 charging)
p) a Copper-Plated Rod of Healing {!*@z9}
   It cannot be harmed by electricity.  
q) 7 Steel Rods of Teleport Other
r) a Tin-Plated Rod of Drain Life
s) a Rusty Wand of Cold Balls (0 charges)
   It cannot be harmed by cold.  
t) The Ring of Barahir (+1)
   It increases all your stats by 1.  It increases your stealth by 1.  
   It provides resistance to poison and dark.  It cannot be harmed by
   the elements.  
u) an Ivory Amulet of Trickery (+1) {@w1}
   It increases your dexterity by 1.  It increases your stealth, 
   searching, infravision, and speed by 1.  It provides resistance to 
   poison and nexus.  It sustains your dexterity.  
v) 5 Arrows of Flame (1d4) (+11,+12)
   It is branded with fire.  It cannot be harmed by fire.  
w) 4 Mithril Arrows of Frost (3d4) (+11,+12)
   It is branded with frost.  It cannot be harmed by acid, fire, or 
   cold.  


  [Home Inventory]

a) 46 Cyan Potions of Speed
b) 8 Blue Speckled Potions of Healing
c) 19 Orange Speckled Potions of Restore Mana
d) 14 Light Green Potions of Restore Life Levels
e) 8 Scrolls titled "ganso bluwerg" of *Identify*
f) 7 Mithril Rods of Acid Bolts {!d!k!v@z1}
g) 8 Titanium Rods of Fire Bolts {!d!k!v@z2}
h) 2 Mahogany Staffs of Summoning (26 charges)
i) a Topaz Ring of Resist Poison
   It provides resistance to poison.  
j) an Azure Amulet of Sustenance {50% off}
   It provides resistance to life draining.  It sustains all your
   stats.  It slows your metabolism.  It cannot be harmed by the
   elements.  
k) The Amulet of Carlammas (+2)
   It increases your constitution by 2.  It provides resistance to fire.
   It activates for protection from evil every 225+d225 turns.  It
   cannot be harmed by the elements.  
l) an Adamant Amulet of ESP (+7)
   It increases your searching by 7.  It grants you the power of
   telepathy.  It cannot be harmed by the elements.  
m) Gold Dragon Scale Mail (-2) [30,+14] (charging)
   It provides resistance to sound.  It activates for breathe sound
   (130) every 450+d450 turns.  It cannot be harmed by the elements.  
n) Chain Mail of Elvenkind (-2) [14,+9] (+3 to stealth)
   It increases your stealth by 3.  It provides resistance to acid, 
   lightning, fire, cold, and chaos.  It cannot be harmed by the
   elements.  
o) 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.  
p) Augmented Chain Mail of Elvenkind (-2) [16,+19] (+3 to stealth)
   It increases your stealth by 3.  It provides resistance to acid, 
   lightning, fire, cold, and fear.  It cannot be harmed by the
   elements.  
q) a Robe of Permanence [2,+7]
   It provides resistance to acid, lightning, fire, cold, sound, and 
   life draining.  It sustains all your stats.  It cannot be harmed by
   the elements.  
r) The Cloak 'Holcolleth' [1,+10] (+2)
   It increases your intelligence and wisdom by 2.  It increases your 
   stealth and speed by 2.  It provides resistance to acid.  It
   activates for sleep II every 55 turns.  It cannot be harmed by the
   elements.  
s) The Large Leather Shield of Celegorm [4,+20]
   It provides resistance to acid, lightning, fire, cold, light, and 
   dark.  It cannot be harmed by the elements.  
t) 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.  
u) an Iron Crown of Might [0,+7] (+3)
   It increases your strength, dexterity, and constitution by 3.  It
   sustains your strength, dexterity, and constitution.  It grants you 
   immunity to paralysis.  It cannot be harmed by the elements.  
v) The Hard Leather Cap of Thranduil [2,+10] (+2)
   It increases your intelligence and wisdom by 2.  It provides
   resistance to blindness.  It grants you the power of telepathy.  It
   cannot be harmed by the elements.  
w) The Scythe 'Avavir' (5d3) (+14,+12) [+10] (+3)
   It increases your dexterity and charisma by 3.  It is branded with 
   fire and frost.  It provides resistance to fire, cold, and light.  
   It lights the dungeon around you.  It grants you immunity to
   paralysis and the ability to see invisible things.  It activates for 
   word of recall every 200 turns.  It cannot be harmed by the
   elements.  
x) 40 Arrows of Flame (1d4) (+11,+12)
   It is branded with fire.  It cannot be harmed by fire.  


  [Options]

Adult: Allow purchase of stats using points  : no  (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 28.6.2007 20:14
Last updated on 4.7.2007 22:04

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Comments

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On 28.6.2007 20:14 quendus@liero.be wrote:
At the moment I can neither decide what second ring to wear, what armour to wear, or what cloak to wear. lower failrate or a damage bonus? Rshards or a huge AC and a free ball spell? Rshards or speed +2?
This being my first character to reach this level by honest means is not helpful.

On 28.6.2007 21:12 kentx37@yahoo.com wrote:
Hmm, I think your first order of business is to put that Amulet of Trickery around your neck... poison resistance definitely beats slow digestion!

On 28.6.2007 21:14 quendus@liero.be wrote:
Kekeke. The S.Dig amulet is for use when I'm waiting at 50' for an amazing item to appear in the shops.
Like those boots of speed, for instance.

On 28.6.2007 21:43 quendus@liero.be wrote:
Hooray for IRC! The difficult decision has been resolved.
You'll notice I'm still wearing the s.dig. amulet. As I said before, that's not what I wear in the dungeon.

On 29.6.2007 21:13 kentx37@yahoo.com wrote:
ok, had to make sure about the amulet. Just so the gods don't smite you for questionable scumming tactics. =)

On 29.6.2007 21:16 quendus@liero.be wrote:
Questionable? So far the RNG has been very nice to this character.

On 30.6.2007 03:21 quendus@liero.be wrote:
Updated again. Not much change, but this time you can actually see my dungeon equipment being worn; also, there are a few new things that don't quite fit in my equipment but are being kept by.

On 30.6.2007 03:44 quendus@liero.be wrote:
The main limitations at the moment are lack of spellbooks (I'm getting most of my experience from chain-summoning demons, and they burn through my books quickly), and life draining. I've found one or two items with hlife, but they just don't fit into my equipment without taking away something important like rpois.

On 30.6.2007 03:50 Matthias wrote:
Must use: x) a Long Bow of Extra Might (x3) (+9,+17) (+1)

That's almost damage *2. If you are store scumming, use the time to Macro the toHit. Tenser still has enchant toHit in v307 right?

Also you should have come across a +cons ring for sure. You should use that instead of the second damage ring. More hp is always nice...

Do you need the 2 str from arvedui for max blows? If not use the Gold DSM instead. You are in depth of Plasma Hounds.

If you are in the RNG's favour, ask him for Isildul. You are easily deep enough for it to be common and it would solve several problems of that ranger at once.

On 30.6.2007 04:16 Quendus wrote:
I was using the extra might long bow until quite recently (since I figured that might isn't very useful until one is using arrows with big damage dice routinely); the reason I'm not using the gold DSM is that my only source of Rshards, apart from arvedui, is a protection cloak that I don't want to use to replace +3 speed. Of course, however, rshards for rsound is a good swap. I've been looking at con rings, but consistently forgetting to actually get one.
Made one little mistake in my routine macro-enchantment (shouldn't have put it on the Y-key), and now I need to watch out for pots of constitution again.
Having typed all that, I just found an rpois shield of elvenkind on the BM. This certainly changes things. Not sure if I want to lose all the benefits of my amulet of trickery, though...

On 30.6.2007 04:37 Matthias wrote:
I didn't realize when I first posted, but after writing it down it turned out that damage using this might bow is always 50% higher, while using 25% less arrow, no matter what type of arrows you use... Intresting

Nice shield. I guess I would go with the ESP amu, but don't listen to me on that one, I am very biased towards telepathy :)


On 30.6.2007 05:44 Quendus wrote:
Argh, so confusing! I found another piece of body armour, which gives me 3 con and int. In combination with the ring that I just found, the increase in HP is quite ridiculous. However, it leaves me without rsound (or rshards). Then again, it makes the recently-acquired shield of rpois redundant...

On 30.6.2007 18:36 Paffa wrote:
When you get deeper, meleeing becomes the worst option to damage (in most cases). That bow, combined with branded arrows, is a serious damage-dealer. Try to find opponents', especially Uniques' weaknesses and shoot them down. With Tenser's you have unlimited supply of >+10,+10 Fire, Cold and Poison arrows. Use them always when encountering something dangerous.

Therefore you can also swap that Ring of damage (doesn't affect bow) to RoS or something better you find.

Also max that CON. Your HP will be quite high. And you can never have too much of HP.

On 30.6.2007 18:48 Quendus wrote:
The CON took a hit, as I said, when I made a mistake macroing. the potential for a RoS is the main reason that I'm scumming the town at the moment.
My main problem with archery is that I can't shoot a significant number of arrows without losing a lot of them. Mithril arrows aren't showing up often, and seeker arrows are only just starting to appear. I can't carry large stacks of arows without significant slowdown, since I'm carrying a lot of things into the dungeon as standard equipment.
I'm avoiding melee with those monsters that I consider "insidious" (mainly life-draining ones) and using spells on them (acid bolts don't run out), and teleporting away most things that can drain experience with a ranged attack.

On 1.7.2007 02:52 Quendus wrote:
Thalkettoth is tasty, but being somewhat attached to my new shield of sustain-stats, it means both ring slots are occupied. While using Caspanion and the +CON ring, I had just under 1000 HP; I think I'll be back to that value as soon as I find a +6 ring.
If I find a *really* nice ring, I think I'll have to take that elven rpois shield and leave my stats unsustained again.

On 3.7.2007 00:13 Quendus wrote:
Oh, how convenient. I found a +7 RoS. This was after a little bit of worry, since I had just found a pair of speed boots identical to the ones I bought except in armour class (which I had altered anyway). So I've swapped Anarion out in order to maintain RPois (which was previously in a ring slot). If I find Throin, I have no idea what I'll do (except that it might be using the amulet of trickery).

On 4.7.2007 22:04 Quendus wrote:
Well.
I was having a tiny bit of trouble clearing out a room full of greater demons, but gradually making progress. One of the lesser ones teleported me into the open, so I teleported far away.
In the room I teleported to were a a night mare and a dracolich that I had previously teleported away. I decided I could take them, and promptly started shooting things at the night mare (and teleporting a demilich away.
Then the dracolich breathed nether; oops.

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