The Angband Ladder: Elladan II, High-Elf Ranger by rdermyer

  [Angband 3.1.0 dev Character Dump]

 Name   Elladan II                               Self  RB  CB  EB   Best
 Sex    Male         Age            113   STR! 18/100  +1  +2 +14 18/270
 Race   High-Elf     Height          93   INT! 18/100  +3  +2  +9 18/240
 Class  Ranger       Weight         208   Wis! 18/100  -1  +0  +8 18/170 18/160
 Title  ***WINNER*** Social      Lordly   DEX! 18/100  +3  +1 +10 18/240
 HP     952/989      Maximize         Y   CON! 18/100  +1  +1 +13 18/250
 SP     335/379                           Chr! 18/100  +5  +1 +11 18/270 18/260

 Level               50   Armor   [34,+147]     Saving Throw        100%
 Cur Exp       17044710   Fight   (+61,+51)     Stealth           Superb
 Max Exp       17044710   Melee   (+76,+69)     Fighting       Legendary
 Adv Exp       ********   Shoot   (+81,+22)     Shooting       Legendary
 MaxDepth  5000' (L100)   Blows      5/turn     Disarming            98%
 Turns          2390865   Shots      4/turn     Magic Device   Legendary
 Gold           2329369   Infra       40 ft     Perception        1 in 5
 Burden       171.4 lbs   Speed          23     Searching            42%

 You are the only child of a Telerin Archer.  You have light blue eyes,
 wavy 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) The Great Axe of Eonwe (5d4) (+15,+18) [+8] (+2) (charging)
     +2 strength, intelligence, wisdom, dexterity, constitution, 
     charisma.
     Provides immunity to cold.
     Provides resistance to cold, fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Blessed by the gods.
     Prevents paralysis.
     Grants the ability to see invisible things.
     When activated, it removes all non-unique monsters within 20 squar
     es, dealing you damage in the process.
     It takes 1000 turns to recharge after use.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 76 against evil creatures, 88.5
     against orcs, 88.5 against undead, 88.5 against frost-vulnerable
     creatures, 113.5 against demons, and 63.5 against normal creatures.
b) The Long Bow 'Belthronding' (x3) (+20,+22) (+1)
     +1 dexterity, stealth, speed, shooting speed.
     Provides resistance to disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
c) The Ring of Power 'Narya' (+6,+6) (+1)
     +1 strength, intelligence, wisdom, dexterity, constitution, 
     charisma, speed.
     Provides immunity to fire.
     Provides resistance to fire, fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, constitution.
     Slows your metabolism.
     Speeds regeneration.
     Prevents paralysis.
     Grants telepathy.
     Grants the ability to see invisible things.
     When activated, it grants you protection from evil for 1d25 plus 3 
     times your character level turns.
     It takes 200 turns to recharge after use.
d) The Ring of Power 'Vilya' (+10,+10) (+3)
     +3 strength, intelligence, wisdom, dexterity, constitution, 
     charisma, speed.
     Provides immunity to lightning.
     Provides resistance to lightning, poison, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains intelligence, dexterity, constitution.
     Slows your metabolism.
     Feather Falling.
     Speeds regeneration.
     Prevents paralysis.
     Stops experience drain.
     Grants telepathy.
     Grants the ability to see invisible things.
     When activated, it heals 1000 hit points.
     It takes 200 turns to recharge after use.
e) The Elfstone 'Elessar' (+7,+7) [+10] (+2)
     +2 strength, wisdom, charisma, speed.
     Provides resistance to fire, poison, fear.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it heals 500 hit points.
     It takes 200 turns to recharge after use.
f) The Arkenstone of Thrain
     Provides resistance to light, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     Stops experience drain.
     Grants the ability to see invisible things.
     When activated, it detects treasure, objects, traps, doors, stairs, 
     rRadius 3 light.
g) The Full Plate Armour of Isildur [26,+25] (+1)
     +1 constitution.
     Provides resistance to acid, lightning, fire, cold, confusion, 
     sound, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
h) The Cloak 'Colannon' [1,+15] (+3)
     +3 stealth, speed.
     Provides resistance to nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it teleports you randomly up to 100 squares away.
     It takes 45 turns to recharge after use.
i) The Small Metal Shield of Thorin [3,+25] (+4)
     +4 strength, constitution.
     Provides immunity to acid.
     Provides resistance to fear, sound, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
j) The Jewel Encrusted Crown of Numenor [0,+18] (+3)
     +3 intelligence, dexterity, charisma, searching, speed.
     Provides resistance to cold, light, dark, blindness, sound, shards.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     Grants the ability to see invisible things.
     Radius 1 light.
k) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2)
     +2 strength, constitution.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
l) a Pair of Iron Shod Boots of Speed [3,+16] (+10)
     +10 speed.


  [Character Inventory]

a) a Book of Magic Spells [Magic for Beginners]
b) 4 Books of Magic Spells [Conjurings and Tricks]
c) 2 Books of Magic Spells [Incantations and Illusions]
d) 2 Books of Magic Spells [Sorcery and Evocations]
e) 2 Books of Magic Spells [Resistances of Scarabtarices]
     Cannot be harmed by acid, electricity, fire, cold.
f) 2 Books of Magic Spells [Mordenkainen's Escapes]
     Cannot be harmed by acid, electricity, fire, cold.
g) 14 Cyan Potions of Cure Critical Wounds
h) 6 Gold Speckled Potions of Healing
i) 5 Coagulated Crimson Potions of *Healing*
     It can be thrown at creatures with damaging effect.
j) 8 Hazy Potions of Life
     It can be thrown at creatures with damaging effect.
k) 2 White Potions of Restore Mana
l) 5 Zinc Rods of Healing (2 charging)
     Cannot be harmed by electricity.
m) 11 Titanium Rods of Teleport Other (5 charging)
n) The Massive Iron Crown of Morgoth [0,+1] (+0)
     Provides resistance to acid, lightning, fire, cold, poison, fear, 
     light, dark, confusion, nexus, nether.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.
     Grants the ability to see invisible things.
     Radius 1 light.
o) 4 Arrows of Slay Evil (1d4) (+14,+12)
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 83 against
     evil creatures, and 41.5 against normal creatures.
     35% chance of breaking upon contact.
p) 6 Arrows of Flame (1d4) (+10,+10)
     Cannot be harmed by fire.
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 118.5 against
     fire-vulnerable creatures, and 39.5 against normal creatures.
     35% chance of breaking upon contact.
q) 14 Arrows of Frost (1d4) (+11,+10)
     Cannot be harmed by cold.
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 118.5 against
     frost-vulnerable creatures, and 39.5 against normal creatures.
     35% chance of breaking upon contact.
r) 20 Seeker Arrows of Venom (4d4) (+13,+15)
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 201 against
     poison-vulnerable creatures, and 67 against normal creatures.
     35% chance of breaking upon contact.
s) 13 Mithril Arrows of Lightning (3d4) (+16,+19)
     Cannot be harmed by acid, electricity, fire.
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 190.5 against
     electricity-vulnerable creatures, and 63.5 against normal
     creatures.
     35% chance of breaking upon contact.
t) 21 Mithril Arrows of Lightning (3d4) (+16,+18)
     Cannot be harmed by acid, electricity, fire.
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 187.5 against
     electricity-vulnerable creatures, and 62.5 against normal
     creatures.
     35% chance of breaking upon contact.
u) 13 Mithril Arrows of Slay Giant (3d4) (+15,+10)
     Cannot be harmed by acid, fire.
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 163.5 against
     giants, and 54.5 against normal creatures.
     35% chance of breaking upon contact.


  [Home Inventory]

a) 2 Books of Magic Spells [Tenser's Transformations]
     Cannot be harmed by acid, electricity, fire, cold.
     
b) a Scroll titled "vus charus" of Rune of Protection
     When read, it inscribes a glyph of warding beneath you, which mons
     ters cannot move onto.
c) a Marble Ring of Speed (+14)
     +14 speed.
     
d) The Ring of Barahir (+1)
     +1 strength, intelligence, wisdom, dexterity, constitution, 
     charisma, stealth.
     Provides resistance to poison, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     
e) The Ring of Power 'Nenya' (+8,+8) (+2)
     +2 strength, intelligence, wisdom, dexterity, constitution, 
     charisma, speed.
     Provides immunity to cold.
     Provides resistance to cold, blindness.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains intelligence, wisdom, constitution.
     Feather Falling.
     Speeds regeneration.
     Prevents paralysis.
     Stops experience drain.
     Grants telepathy.
     Grants the ability to see invisible things.
     
     When activated, it restores your experience to full.
     It takes 200 turns to recharge after use.
f) a Driftwood Amulet of the Magi [+8] (+3)
     +3 intelligence, searching.
     Provides resistance to confusion.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains intelligence.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
g) The Amulet of Ingwe (+3)
     +3 intelligence, wisdom, charisma, infravision.
     Provides resistance to acid, lightning, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
     When activated, it deals five times your level's damage to all evi
     l creatures that you can see.
     It takes 50 turns to recharge after use.
h) The Necklace of the Dwarves (+3)
     +3 strength, constitution, infravision.
     Provides resistance to fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Speeds regeneration.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
     Radius 1 light.
i) The Palantir of Westernesse (+2)
     +2 intelligence, wisdom, searching, infravision.
     Provides resistance to blindness, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.
     Grants the ability to see invisible things.
     Aggravates creatures nearby.
     Drains experience.
     
     When activated, it maps the entire level and detects objects, trap
     s, doors, and stairs.
     It takes 50 turns to recharge after use.
     Radius 3 light.
j) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4)
     +4 strength, charisma.
     Provides resistance to acid, lightning, fire, cold, dark, 
     disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it removes all non-unique monsters represented by 
     a chosen symbol from the level, dealing you damage in the process.
     It takes 500 turns to recharge after use.
k) The Hard Leather Armour of Himring [8,+15]
     Provides resistance to poison, nether, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it grants you protection from evil for 1d25 plus 3 
     times your character level turns.
     It takes 100 turns to recharge after use.
l) an Elven Cloak of Protection [6,+25] (+2 stealth)
     +2 stealth.
     Provides resistance to shards.
     Cannot be harmed by acid, electricity, fire, cold.
     
m) The Mithril Shield of Gil-galad [10,+20] (+5)
     +5 wisdom, charisma.
     Provides resistance to acid, lightning, dark, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains wisdom, dexterity, charisma.
     
     When activated, it fires a line of light in all directions, each o
     ne causing 10d8 damage.
     It takes 100 turns to recharge after use.
     Radius 1 light.
n) The Metal Cap of Celebrimbor [3,+18] (+3 searching)
     +3 intelligence, dexterity, charisma, searching.
     Provides resistance to acid, fire, shards, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     
o) The Iron Helm of Dor-Lomin [5,+20] (+4)
     +4 strength, dexterity, constitution.
     Provides resistance to acid, lightning, fire, cold, fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.
     Grants the ability to see invisible things.
     
     Radius 1 light.
p) The Bastard Sword 'Calris' (5d4) (+10,+20) (+5) {uncursed}
     +5 constitution.
     Provides resistance to disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     Aggravates creatures nearby.
     
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 76 against evil creatures, 88.5
     against trolls, 88.5 against demons, 113.5 against dragons, and 
     63.5 against normal creatures.
q) The Katana 'Aglarang' (8d4) (+10,+9) (+5)
     +5 dexterity, speed.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains dexterity.
     
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 71 against normal creatures.
r) The Zweihander 'Gurthang' (3d6) (+13,+17) (+2)
     +2 strength.
     Provides resistance to fire, poison.
     Cannot be harmed by acid, electricity, fire, cold.
     Slows your metabolism.
     Speeds regeneration.
     Prevents paralysis.
     
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 82.5 against fire-vulnerable
     creatures, 82.5 against poison-vulnerable creatures, 103.5 against
     dragons, and 61.5 against normal creatures.
s) The Great Axe of Durin (4d4) (+10,+20) [+15] (+3)
     +3 strength, constitution, tunneling.
     Provides resistance to acid, fire, fear, light, dark, confusion, 
     chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 81 against orcs, 81 against
     trolls, 81 against demons, 81 against acid-vulnerable creatures, 
     81 against fire-vulnerable creatures, 101 against dragons, and 61
     against normal creatures.
t) The Ball-and-Chain of Fundin Bluecloak (4d4) (+13,+17) [+10] (+4)
     +4 strength, wisdom, speed.
     Provides resistance to lightning, fire, nether.
     Cannot be harmed by acid, electricity, fire, cold.
     Stops experience drain.
     
     When activated, it deals five times your level's damage to all evi
     l creatures that you can see.
     It takes 100 turns to recharge after use.
     Radius 1 light.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 71 against evil creatures, 81
     against undead, and 61 against normal creatures.
u) The Great Hammer of Aule (9d3) (+19,+21) [+5] (+4)
     +4 wisdom, tunneling.
     Provides resistance to acid, lightning, fire, cold, fear, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 87 against evil creatures, 105
     against demons, 105 against undead, 105 against acid-vulnerable
     creatures, 141 against dragons, and 69 against normal creatures.
v) The Long Bow of Bard (x3) (+17,+19) (+2)
     +2 dexterity, speed, shooting power.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     
w) 2 Arrows of Slay Evil (1d4) (+20,+14)
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 87 against
     evil creatures, and 43.5 against normal creatures.
     35% chance of breaking upon contact.


  [Options]

Maximize effect of race/class bonuses        : yes (adult_maximize)
Randomize some of the artifacts (beta)       : no  (adult_randarts)
Restrict the use of stairs/recall            : no  (adult_ironman)
Restrict the use of stores/home              : no  (adult_no_stores)
Restrict creation of artifacts               : no  (adult_no_artifacts)
Don't stack objects on the floor             : no  (adult_no_stacking)
Don't preserve artifacts when leaving level  : no  (adult_no_preserve)
Don't generate connected stairs              : no  (adult_no_stairs)
Adult: Monsters chase current location       : yes (adult_ai_sound)
Adult: Monsters chase recent locations       : yes (adult_ai_smell)
Adult: Monsters act smarter in groups        : yes (adult_ai_packs)
Adult: Monsters learn from their mistakes    : no  (adult_ai_learn)
Adult: Monsters exploit players weaknesses   : no  (adult_ai_cheat)
Adult: Monsters behave more intelligently (broken): no  (adult_ai_smart)
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 10.11.2008 02:43
Last updated on 22.11.2008 22:41

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469. on the Angband Ladder (of 6561)
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On 10.11.2008 02:43 rdermyer wrote:
Just killed a Brigand to take me from level 1 to level 7. Baller.

On 12.11.2008 08:27 rdermyer wrote:
I found a vault (checkerboard, I think; I'm kinda hazy on vault types), and it had a lot of mean things in it that I teleported away as soon as I opened up the cell, but somehow a trapdoor was created and I fell down before I got anything good. Oh well, better than dying.
It took me forever to find any artifacts, and I just recently found my first potions of stat gain. Thranduil I found first, and the telepathy was really nice at avoiding hounds and other nasties. I found Eorlingas on the ground thanks to my rod of treasure location. So that's my strategy right now: avoid things that will hurt me, try to get in on easy experience, and find big things on the ground.

On 12.11.2008 23:56 rdermyer wrote:
Okay, so I just found the phial. 2800' in a lesser vault dropped by Bert the Stone Troll. I used those Arrows of Slay Dragon on Smaug and he barely even blew smoke in my direction. I don't really like my low stats, though; I'm having a really hard time finding potions.


On 12.11.2008 23:57 rdermyer wrote:
Oh, and I found a +8 to speed set of boots in the black market, but I didn't have the 1.4+ million it took to buy it. Bummer.

On 13.11.2008 00:28 rdermyer wrote:
Man, Beorn dropped a long bow of Lothlorien and the Amulet of Carlamas, and one of his lackeys dropped Raal's.

On 14.11.2008 04:19 rdermyer wrote:
I don't like not using a bow, but i think the +10 speed from Cubragol is worth it. Tenser's is totally awesome. I've never found it before. It'll make it easier to switch back to a bow, though, since I won't have to stockpile arrows in the hope that I get a better bow.

I'm not sure if I should wear the Evenstar or Carlammas; I think once I get a little bit more con, I'll switch, but I lose almost 50 hp by not wearing Carlammas. Once I get a little more strength, I'll switch to Isildur.

On 16.11.2008 07:46 rdermyer wrote:
I love immunities, and my base speed is +32. I need to find a source of rDisenchant and rNether. I can get either of those by changing my armor, but then I lose rConfusion and rNexus, which I can pick back up with Colannon, but then I lose shards.
I'm getting a bit better at running away from things that even might be dangerous, although earlier I was fighting chaos hounds and got down to 150ish hp.
Any advice? Keep diving and drinking stat potions? I'm having a little trouble killing uniques that resist elemental damage.

On 16.11.2008 08:03 PowerDiver wrote:
You should be killing tough things with branded arrows. If you cannot ignore Cubragol, next time play a rogue. Even with unenchanted arrows, Belthrondig gives 3 or 4 shots with x3 multiplier on about 25 damage, and as a ranger your hit rolls are better with arrows than with melee, but with Tenser's you always have unlimited enchanted ammo.

If something resists all your brands, don't fight it.

If rangers still shoot 3 arrows in the dev version, the lothlorien is even better than Belthrondig.


On 18.11.2008 16:28 rdermyer wrote:
I can switch around equipment to cover everything but rNether, but I lose 100-something hitpoints in the process. Do I do it?

Who do I kill to look for the rings of power?

Do I need to hang on to Keleks? it doesn't seem too useful to me.
How many copies of the dungeon books should I keep around? Is holding on to 2 or 3 Mordenkainen's and Scarabtarices and then trashing what I have in my house all right? Or should I leave them there just in case?

On 18.11.2008 16:35 rdermyer wrote:
Oh, and should I keep around that mushroom of vigor for when I fight Morgoth? I read that I need to have stat replenish things.

What weapon should I be using? 'Aglarang' only gets me speed, but it's 5 speed. Sting would only lose me 2 speed, but add 2 to my physical stats. Should I go back to Eorlingas?

Can I safely sell 'Mundwine' and Balli?

On 18.11.2008 19:10 PowerDiver wrote:
You should be viewing your weapon slot like an armor slot, for the resistances and stat bonuses it provides. Mundwine is no better than a defender, but Balli gives +3 con which you cannot get from an ego weapon.

The only reason to take off Aglarang would be to get a con bonus or resistance that allows you to switch around your kit.

I'd swap in Celeborn for rDis. It would be a horrible shame to get something disenchanted by accident. Then to cover resistances many things change. Otherwise, just wield Belthrondig all the time.

Vigor is not worth a slot. You will shoot M, so he won't drain you, and !LIFE restores stats if you need it. Also, you will probably have all important stats sustained anyway.

If you need slots, sell spell books. You will keep finding them over and over and over. If you still need slots, sell Fingolfin. Dex is unimportant and CON is very important. You need carry at most 1 of each dungeon spell book.


On 18.11.2008 23:50 rdermyer wrote:
50!

I think I found a way that I can get away with using Nenya. It kind of hurt having to choose between it and poison resist and my ring of speed. I think if I drop the speed ring and wield Aglarang, that'll make up for the speed, and I'll wield Belthronding.

Or I'll wield Gurthang and drop the Ring of Barahir.

On 19.11.2008 23:34 rdermyer wrote:
This should be my best configuration. 34 base speed; activate for healing, detection, protection from evil, and teleport self; covers all my resistances; sustains everything but Wisdom and Charisma; and I got it with my ring of speed, too, which was what I was worried about. It's too bad that Himring is my only source of rNether. Should I switch out Vilya and wear something else for a different immunity? Too bad none of the Rings of Power resist nether.

Uniques still alive: Gabriel, Glaurung, Omarax, Qlzqqlzuup, Kronos and Carcharoth unless I'm missing any.
Do I hang out on 99, kill them, and get arrows of slay evil?

On 19.11.2008 23:45 PowerDiver wrote:
Narya used to give rNether. Double check lib/edit/artifact.txt to see if it was changed or if the obj-info is buggy. OTOH, I never worry about rNether.

On 20.11.2008 17:38 rdermyer wrote:
Okay, I think I'm ready. The Ball and Chain of Fundin Bluecloack was a nice find; that gave me my nether and a little more speed. Now I'm at +37 base. Should I drop my RoS and wear Narya or Nenya? That'll drop my speed to 24 or 25, but still haste-able to above 30.
And I've heard a lot about this "sea of runes" strategy, but I don't know exactly what that means. Do I choose a room, fill it with runes, stand in the middle, and shoot arrows at Morgoth?

On 20.11.2008 22:53 awldune wrote:
I find Nenya quite useful because it stops my potions from freezing. 24 permanent speed is plenty when you have Haste Self spell available.

On 22.11.2008 22:41 rdermyer wrote:
Tada!

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465th in Angband (3.0.5) by <lionsden888@mailbolt.com> (95%)

Vanye, L50 High-Elf Ranger winner
345th in Angband (3.0.5) by <wpeterson1@socal.rr.com> (95%)

Pamila, L50 High-Elf Ranger
713th in Angband (3.0.5) by <atriel666@hotmail.com> (95%)

Er Quinga II, L50 High-Elf Ranger winner
532nd in Angband (3.0.5) by <donalde@pp.inet.fi> (95%)

Melbert, L50 High-Elf Ranger
8th in Angband (2.8.2) by <cwilkson@mit.edu> (95%)



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