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

  [Angband 3.1.1 dev Character Dump]

 Name   Nedhel                                   Self  RB  CB  EB   Best
 Sex    Female       Age            110   STR! 18/100  +1  +2  +9 18/***
 Race   High-Elf     Height          95   INT! 18/100  +3  +2  +4 18/190
 Class  Ranger       Weight         185   Wis! 18/100  -1  +0  +9 18/180 18/130
 Title  ***WINNER*** Social      Lordly   DEX! 18/100  +3  +1  +8 18/***
 HP     794/1019     Maximize         Y   CON! 18/100  +1  +1  +8 18/200
 SP     304/373                           Chr! 18/100  +5  +1  +6 18/*** 18/170


 Level               50   Armor   [45,+187]     Saving Throw        100%
 Cur Exp       40621789   Fight   (+63,+53)     Stealth           Superb
 Max Exp       40621789   Melee   (+85,+78)     Fighting       Legendary
 Adv Exp       ********   Shoot   (+76,+15)     Shooting       Legendary
 MaxDepth  5000' (L100)   Blows      5/turn     Disarming            97%
 Turns         13933754   Shots      1/turn     Magic Device   Legendary
 Gold           5762824   Infra       40 ft     Perception       1 in 20
 Burden       297.0 lbs   Speed          35     Searching            27%

 You are one of several children of a Telerin Warrior.  You have light
 grey eyes, straight black hair, and a fair complexion.



 Acid:......+...+.. Confu:......+..+...
 Elec:...*..+...... Sound:......+..+...
 Fire:.+*.+.+..+... Shard:.......+.....
 Cold:+.....+..+... Nexus:......+......
 Pois:...++........ Nethr:........+....
 Fear:+.+.+........ Chaos:.........+...
 Lite:+....+...+..+ Disen:........+....
 Dark:...+.+....... S.Dig:+.++.........
Blind:.........+... Feath:...+.........

PLite:+........+... Aggrv:.............
Regen:+.++.....+... Stea.:.......+.....
Telep:..++......... Sear.:.............
Invis:+.++.+...+..+ Infra:............+
FrAct:+.++......+.. Tunn.:.............
HLife:...+.+..+.... Speed:+++++....+.+.
ImpHP:............. Blows:.............
ImpSP:............. Shots:.............
 Fear:............. Might:.............


  [Character Equipment]

a) The Long Sword 'Ringil' (4d5) (+22,+25) (+10 speed) {!d!d!k!k!v!v}
     +10 speed.
     Provides resistance to cold, fear, light.
     Cannot be harmed by acid, electricity, fire, cold.
     Blessed by the gods.
     Slows your metabolism.
     Speeds regeneration.
     Prevents paralysis.
     Grants the ability to see invisible things.
     When activated, it creates a frost ball with damage 100.
     It takes 172 turns to recharge after use at your current speed.
     Radius 1 light.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 109.6 against evil creatures, 
     123.4 against trolls, 123.4 against undead, 123.4 against
     frost-vulnerable creatures, 151 against demons, and 95.8 against
     normal creatures.
     
     With this item, you can expect to clear rubble in 1.7 turns, magma
     veins in 3.8 turns, quartz veins in 8.6 turns, and granite in 22 
     turns.
b) The Light Crossbow 'Cubragol' (x3) (+13,+15) (+10)
     +10 speed.
     Provides resistance to fire.
     Cannot be harmed by acid, electricity, fire, cold.
c) The Ring of Power 'Narya' (+6,+6) (+1) {!d!k!v}
     +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 877 to 1720 turns to recharge after use at your current
     speed.
d) The Ring of Power 'Vilya' (+10,+10) (+3) (charging)
     +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 868 to 1290 turns to recharge after use at your current
     speed.
e) The Elfstone 'Elessar' (+7,+7) [+10] (+2) (charging)
     +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 860 turns to recharge after use at your current speed.
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, traps, doors, stairs, and all 
     creatures nearby.
     It takes 133 to 258 turns to recharge after use at your current
     speed.
     Radius 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) an Elven Cloak of Protection [6,+25] (+2 stealth)
     +2 stealth.
     Provides resistance to shards.
     Cannot be harmed by acid, electricity, fire, cold.
i) a Large Metal Shield of Preservation [8,+14]
     Provides resistance to nether, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, dexterity, constitution.
     Stops experience drain.
j) The Golden Crown of Gondor [0,+15] (+3) (charging)
     +3 strength, wisdom, constitution, speed.
     Provides resistance to fire, cold, light, blindness, confusion, 
     sound, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Speeds regeneration.
     Grants the ability to see invisible things.
     When activated, it heals 500 hit points.
     It takes 1075 turns to recharge after use at your current speed.
     Radius 1 light.
k) The Set of Caestus of Fingolfin (+10,+10) [5,+20] (+4)
     +4 dexterity.
     Provides resistance to acid.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     When activated, it fires a magical arrow with damage 150.
     It takes 133 to 258 turns to recharge after use at your current
     speed.
l) a Pair of Ethereal Slippers of Speed [0,+13] (+10)
     +10 speed.
     Cannot be harmed by acid, electricity, fire, cold.


  [Character Inventory]

a) 2 Books of Magic Spells [Magic for Beginners] {@m1!d!k!v}
b) a Book of Magic Spells [Conjurings and Tricks] {@m2!d!k!v}
c) 2 Books of Magic Spells [Incantations and Illusions] {@m3!d!k!v}
d) a Book of Magic Spells [Sorcery and Evocations] {@m4!d!k!v}
e) a Book of Magic Spells [Resistances of Scarabtarices] {@m5!d!k!v}
     Cannot be harmed by acid, electricity, fire, cold.
f) a Book of Magic Spells [Raal's Tome of Destruction] {@m6!d1k!v}
     Cannot be harmed by acid, electricity, fire, cold.
g) a Book of Magic Spells [Mordenkainen's Escapes] {@m7!d!k!v}
     Cannot be harmed by acid, electricity, fire, cold.
h) a Book of Magic Spells [Tenser's Transformations] {@m8!d!k!v}
     Cannot be harmed by acid, electricity, fire, cold.
i) a Book of Magic Spells [Kelek's Grimoire of Power] {@m9!d!k!v}
     Cannot be harmed by acid, electricity, fire, cold.
j) 4 Red Speckled Potions of Healing
k) 10 Silver Speckled Potions of Restore Mana
l) 6 Orange Speckled Potions of Enlightenment
m) 13 Scrolls titled "sus casequeo" of Teleportation
n) 10 Scrolls titled "aurrum audepro" of *Destruction*
o) a Rusty Rod of Restoration (charging)
     Cannot be harmed by electricity.
p) a Pine Staff of Curing (0 charges)
q) a Garnet Ring of Speed
r) 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 868 to 1290 turns to recharge after use at your current
     speed.
s) The Massive Iron Crown of Morgoth [0,+0] (+125) {!d!k!v!w, cursed}
     Permanently cursed.
     +125 strength, intelligence, wisdom, dexterity, constitution, 
     charisma, infravision.
     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.
t) The Trident of Ulmo (4d8) (+15,+19) (+4) {@w0@w1!d!k!v}
     +4 dexterity.
     Provides immunity to acid.
     Provides resistance to acid, nether.
     Cannot be harmed by acid, electricity, fire, cold.
     Blessed by the gods.
     Slows your metabolism.
     Speeds regeneration.
     Prevents paralysis.
     Stops experience drain.
     Grants the ability to see invisible things.
     When activated, it teleports a target monster away.
     It takes 215 turns to recharge after use at your current speed.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 114.8 against animals, 135
     against dragons, and 94.6 against normal creatures.
     
     With this item, you can expect to clear rubble in 1.8 turns, magma
     veins in 4.1 turns, quartz veins in 9.1 turns, and granite in 24 
     turns.
u) The Whip of Gothmog (6d3) (+13,+15) (-3) {!d!k!v, uncursed}
     -3 intelligence, wisdom, dexterity.
     Provides immunity to fire.
     Provides resistance to lightning, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     Aggravates creatures nearby.
     When activated, it creates a fire ball with damage 144.
     It takes 64 turns to recharge after use at your current speed.
     Radius 1 light.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 97.3 against animals, 110.8
     against trolls, 110.8 against giants, 110.8 against
     fire-vulnerable creatures, 138 against dragons, and 83.7 against
     normal creatures.
     
     With this item, you can expect to clear rubble in 1.8 turns, magma
     veins in 4.0 turns, quartz veins in 8.9 turns, and granite in 23 
     turns.
v) The Mighty Hammer 'Grond' (9d9) (+5,+25) [+10]
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.
     Grants the ability to see invisible things.
     Aggravates creatures nearby.
     With this weapon, you would currently get 3 blows per round.  Each
     blow will do an average damage of 246.8 against animals, 246.8
     against evil creatures, 321.9 against orcs, 321.9 against trolls, 
     472.2 against dragons, 472.2 against demons, 472.2 against undead, 
     and 171.6 against normal creatures.
     Sometimes creates earthquakes on impact.
     
     With this item, you can expect to clear rubble in 1 turn, magma
     veins in 2.1 turns, quartz veins in 4.4 turns, and granite in 10 
     turns.
w) 13 Seeker Bolts of Holy Might (4d5) (+20,+25)
     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 337 against
     evil creatures, 505.4 against demons, 505.4 against undead, 505.4
     against fire-vulnerable creatures, and 168.5 against normal
     creatures.
     25% chance of breaking upon contact.


  [Home Inventory]

a) a Garnet Ring of Speed (+10)
     +10 speed.
     
b) 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 219 to 430 turns to recharge after use at your current
     speed.
c) 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.
d) The Palantir of Westernesse (+2)
     +2 intelligence, wisdom, infravision.
     +10%  to searching.
     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 219 to 430 turns to recharge after use at your current
     speed.
     Radius 3 light.
e) Chaos Dragon Scale Mail (-2) [30,+15]
     Provides resistance to chaos, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it allows you to breathe chaos or disenchantment f
     or 220 damage.
     It takes 1294 to 2580 turns to recharge after use at your current
     speed.
f) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3)
     +3 intelligence, wisdom, constitution.
     Provides resistance to acid, poison, confusion.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it destroys all traps and doors surrounding you.
     It takes 43 turns to recharge after use at your current speed.
g) The Metal Brigandine Armour of the Rohirrim [20,+15] (+2)
     +2 strength, dexterity.
     Provides resistance to acid, lightning, fire, cold, fear, 
     confusion, sound.
     Cannot be harmed by acid, electricity, fire, cold.
     
h) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4) (charging)
     +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 2150 turns to recharge after use at your current speed.
i) 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 434 to 860 turns to recharge after use at your current
     speed.
j) The Cloak 'Holcolleth' [1,+12] (+2)
     +2 intelligence, wisdom, stealth, speed.
     Provides resistance to acid.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it puts to sleep the monsters around you.
     It takes 236 turns to recharge after use at your current speed.
k) The Small Metal Shield of Thorin [4,+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.
     
l) The Large Metal Shield of Anarion [5,+20]
     Provides resistance to acid, lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, intelligence, wisdom, dexterity, constitution, 
     charisma.
     
m) a Large Metal Shield of Preservation [8,+27]
     Provides resistance to confusion, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, dexterity, constitution.
     Stops experience drain.
     
n) 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 430 turns to recharge after use at your current speed.
     Radius 1 light.
o) The Jewel Encrusted Crown of Numenor [0,+18] (+3)
     +3 intelligence, dexterity, charisma, speed.
     +15%  to searching.
     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.
p) The Metal Cap of Celebrimbor [3,+18] (+3 searching)
     +3 intelligence, dexterity, charisma.
     +15%  to searching.
     Provides resistance to acid, fire, shards, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     
q) 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.
r) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2)
     +2 strength, constitution.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     
s) The Pair of Leather Boots 'Dal-i-thalion' [2,+15] (+5)
     +5 dexterity.
     Provides resistance to confusion, nether, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains constitution.
     Prevents paralysis.
     
     When activated, it cures you of fear and poison.
     It takes 21 turns to recharge after use at your current speed.
t) The Bastard Sword of Eowyn (4d4) (+12,+16) (+4 stealth)
     +4 strength, charisma, stealth, speed.
     It is especially deadly to animals, evil creatures, giants.
     It is a great bane of undead.
     Provides resistance to cold, fear, dark, nether.
     Cannot be harmed by acid, electricity, fire, cold.
     
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 94.7 against animals, 94.7
     against evil creatures, 106.2 against giants, 129.2 against
     undead, and 83.2 against normal creatures.
     
     With this item, you can expect to clear rubble in 1.7 turns, magma
     veins in 3.8 turns, quartz veins in 8.5 turns, and granite in 22 
     turns.
u) The Trident of Wrath (3d8) (+16,+18) (+2) {!d!k!v}
     +2 strength, dexterity.
     It is especially deadly to evil creatures.
     It is a great bane of undead.
     It is branded with venom.
     Provides resistance to light, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     Blessed by the gods.
     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 108.8 against evil creatures, 
     125.4 against poison-vulnerable creatures, 158.6 against undead, 
     and 92.2 against normal creatures.
     
     With this item, you can expect to clear rubble in 1.5 turns, magma
     veins in 3.3 turns, quartz veins in 7.2 turns, and granite in 18 
     turns.
v) The Great Axe of Eonwe (5d4) (+15,+18) [+8] (+2) (charging) {@w0!d!k!v}
     +2 strength, intelligence, wisdom, dexterity, constitution, 
     charisma.
     It is especially deadly to evil creatures, orcs, undead.
     It is a great bane of demons.
     It is branded with frost.
     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 4300 turns to recharge after use at your current speed.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 104.5 against evil creatures, 
     119.4 against orcs, 119.4 against undead, 119.4 against
     frost-vulnerable creatures, 149.1 against demons, and 89.6 against
     normal creatures.
     
     With this item, you can expect to clear rubble in 1.6 turns, magma
     veins in 3.5 turns, quartz veins in 7.7 turns, and granite in 19 
     turns.
w) The Long Bow of Bard (x3) (+17,+19) (+2) {@w2!d!k!v}
     +2 dexterity, speed, shooting power.
     It is especially deadly to dragons.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     
x) The Long Bow 'Belthronding' (x3) (+20,+22) (+1) {@w2!d!k!v}
     +1 dexterity, stealth, speed, shooting speed.
     Provides resistance to disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     


  [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)
Lose 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    : yes (adult_ai_learn)
Adult: Monsters exploit players weaknesses   : yes (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 14.1.2009 05:08
Last updated on 23.2.2009 01:05

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570. on the Ladder (of 18973)
85. on the Angband Ladder (of 6502)
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Comments

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On 14.1.2009 05:08 Quendus wrote:
Yet another stupid death - was moving too fast (not holding the key down at all, just tapping), and a basilisk jumped out from behind a corner and breathed on me before I could react. Blah. First non-negligible character I've played in 3.1.0, though.

On 14.1.2009 05:11 Quendus wrote:
Particularly annoying was the fact that I accidentally made the last dive with my arrows and rod of teleOther at home - spent most of my time on the level running away :(

On 2.2.2009 20:06 Quendus wrote:
Somehow this character found Aglarang at 1550'? And the level feeling was "reasonably safe". The +Wormtongue setup is currently untested, I'm going to try it as soon as I get my INT fixed.

On 2.2.2009 20:08 Quendus wrote:
(Totally not the same character; not a savescum either)

On 2.2.2009 21:30 Quendus wrote:
Conclusion: Wormtongue messes with my archery.

On 3.2.2009 14:49 Quendus wrote:
The RNG is being ridiculously kind - stat gain's not over and I already have an item that could plausibly be used in my final equipment set. However, lacking a shield of rBlind it's difficult to work out what the best combination is for now. I can cover rSound, but only if I give up all the benefits of Dor-Lómin :(.

On 5.2.2009 11:07 Quendus wrote:
I have lots of nice stuff, and haven't finished maximising my stats yet!
It's kind of a pity that this equipment uses neither Ulmo nor Dor-Lomin, but uh they were kind of fun when I was using them :)

On 8.2.2009 17:38 Quendus wrote:
Lots more nice stuff, just about to see if I can put it together in a way that's obviously optimal (difficulty in covering rblind, rconf, and rbase has so far prevented me from giving this character an ideal set of equipment).

On 22.2.2009 23:48 Quendus wrote:
Lots of progress! It'd be nice to be able to wield a proper bow and get speed from some other source, but we'll see how this turns out.
Also: I've not had a ranger winner before, I'm unsure whether I want to melee morgoth, or exactly what supplies I'll need (the mage winner had an easy time with just !mana and !heal).

On 22.2.2009 23:49 Quendus wrote:
Yes, I found Ringil :)

On 23.2.2009 01:05 Quendus wrote:
It's a little more difficult in Męlée, and a little more difficult still as a ranger with 5% failrate... and no mana storms... and no banishment...
Still, Morgoth's earthquakes did a good job of getting in the way of his summons, and despite nearly running out of !heal (I only went in with 17) things kind of worked out ok.
Also: the sea of runes proved, for a second time, to be utterly useless.

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463rd in Angband (3.0.5) by <lionsden888@mailbolt.com> (95%)

Vanye, L50 High-Elf Ranger winner
343rd in Angband (3.0.5) by <wpeterson1@socal.rr.com> (95%)

Pamila, L50 High-Elf Ranger
708th in Angband (3.0.5) by <atriel666@hotmail.com> (95%)

Er Quinga II, L50 High-Elf Ranger winner
528th in Angband (3.0.5) by <donalde@pp.inet.fi> (95%)



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