The Angband Ladder: Isendil II, Half-Elf Ranger by EvilMarshmallow

  [Angband 3.1.0 beta Character Dump]

 Sex    Male         Age             31   STR! 18/100  +0  +2 +18 18/***
 Race   Half-Elf     Height          71   INT! 18/100  +1  +2  +8 18/210
 Class  Ranger       Weight         126   WIS! 18/100  -1  +0  +8 18/170
 Title  ***WINNER*** Social      Lordly   DEX! 18/100  +1  +1 +13 18/***
 HP     987/987      Maximize         Y   CON! 18/100  -1  +1 +14 18/***
 SP     385/385                           CHR! 18/100  +1  +1 +12 18/***


 Level               50   Armor   [47,+120]     Saving Throw         95%
 Cur Exp       20963639   Fight   (+60,+53)     Stealth           Superb
 Max Exp       20963639   Melee   (+62,+58)     Fighting          Heroic
 Adv Exp       ********   Shoot   (+77,+19)     Shooting       Legendary
 MaxDepth  5000' (L100)   Blows      5/turn     Disarming            96%
 Turns          3848779   Shots      3/turn     Magic Device      Heroic
 Gold           8512367   Infra       50 ft     Perception        1 in 8
 Burden       211.0 lbs   Speed          26     Searching            45%

 Your father was of the Nandor.  You are one of several children of a
 Yeoman.  You are a credit to the family.  You have brown eyes,
 straight brown hair, and an average 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 Mighty Hammer 'Grond' (3d9) (+2,+5)
     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 5 blows per round.  Each
     blow will do an average damage of 88 against animals, 88 against
     evil creatures, 103 against orcs, 103 against trolls, 133 against
     dragons, 133 against demons, 133 against undead, and 73 against
     normal creatures.
     Sometimes creates earthquakes on impact.
b) The Long Bow of Bard (x3) (+17,+19) (+2)
     +2 dexterity, speed, shooting power.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
c) The Ring of Power 'The One Ring' (+15,+15) (+5) {cursed}
     Permanently cursed.
     +5 strength, intelligence, wisdom, dexterity, constitution, 
     charisma, speed.
     Provides immunity to acid, lightning, fire, cold.
     Provides resistance to acid, lightning, fire, cold, poison, dark, 
     nether, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, intelligence, wisdom, dexterity, constitution, 
     charisma.
     Speeds regeneration.
     Grants telepathy.
     Grants the ability to see invisible things.
     Aggravates creatures nearby.
     Drains experience.
     When activated, it does bizarre things..
     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) an Azure Amulet of Trickery (+3)
     +3 dexterity, stealth, searching, infravision, speed.
     Provides resistance to poison, nexus.
     Sustains dexterity.
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, 
     e3 light.
g) 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.
h) an Elven Cloak of Aman [6,+36] (+5 stealth)
     +5 stealth.
     Provides resistance to shards.
     Cannot be harmed by acid, electricity, fire, cold.
i) The Small Metal Shield of Thorin [3,+15] (+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 Massive Iron Crown of Morgoth [0,+3] (+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.
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) The Pair of Leather Boots of Feanor [2,+11] (+15)
     +15 speed.
     Provides resistance to nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it hastens you for d20+20 turns.
     It takes 200 turns to recharge after use.


  [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) 2 Books of Magic Spells [Resistances of Scarabtarices]
     Cannot be harmed by acid, electricity, fire, cold.
f) a Book of Magic Spells [Raal's Tome of Destruction]
     Cannot be harmed by acid, electricity, fire, cold.
g) a Book of Magic Spells [Mordenkainen's Escapes]
     Cannot be harmed by acid, electricity, fire, cold.
h) a Book of Magic Spells [Tenser's Transformations]
     Cannot be harmed by acid, electricity, fire, cold.
i) 7 Green Speckled Potions of Healing
j) 6 Magenta Potions of Life
     It can be thrown at creatures with damaging effect.
k) 2 Titanium Rods of Healing
     Cannot be harmed by electricity.
l) 2 Magnesium Rods of Restoration
     Cannot be harmed by electricity.
m) 4 Mithril Rods of Teleport Other
n) 2 Hawthorn Staffs of *Destruction* (7 charges)
o) a Banyan Staff of Banishment (1 charge)
p) a Silver Staff of Power (2 charges)
q) Law Dragon Scale Mail (-2) [30,+27]
     Provides resistance to sound, shards.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it allows you to breathe sound/shards for 230 dama
     ge.
     It takes d300+300 turns to recharge after use.
r) The Iron Helm 'Holhenneth' [5,+10] (+2)
     +2 intelligence, wisdom, searching.
     Provides resistance to blindness, confusion.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants the ability to see invisible things.
     When activated, it detects treasure, objects, traps, doors, stairs, s) a
Mace of Disruption of Extra Attacks (5d8) (+13,+15) (+2)

     . against undead, and 90.5 against normal creatures.
t) 28 Arrows of Slay Evil (1d4) (+17,+16)
     Fired from your current missile launcher, this arrow will hit targets
     up to 160 feet away, inflicting an average damage of 375 against
     evil creatures, 562.5 against dragons, and 187.5 against normal
     creatures.
     35% chance of breaking upon contact.
u) 24 Arrows of Slay Evil (1d4) (+17,+14)
     Fired from your current missile launcher, this arrow will hit targets
     up to 160 feet away, inflicting an average damage of 355 against
     evil creatures, 532.5 against dragons, and 177.5 against normal
     creatures.
     35% chance of breaking upon contact.
v) 10 Seeker Arrows of Slay Evil (4d4) (+16,+20)
     Fired from your current missile launcher, this arrow will hit targets
     up to 160 feet away, inflicting an average damage of 490 against
     evil creatures, 735 against dragons, and 245 against normal
     creatures.
     35% chance of breaking upon contact.
w) 16 Seeker Arrows of Slay Evil (4d4) (+19,+13)
     Fired from your current missile launcher, this arrow will hit targets
     up to 160 feet away, inflicting an average damage of 420 against
     evil creatures, 630 against dragons, and 210 against normal
     creatures.
     35% chance of breaking upon contact.


  [Home Inventory]

a) a Book of Magic Spells [Kelek's Grimoire of Power]
     Cannot be harmed by acid, electricity, fire, cold.
     
b) The Ring of Tulkas (+4)
     +4 strength, dexterity, constitution.
     Provides resistance to fear.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it hastens you for d75+75 turns.
     It takes 150 turns to recharge after use.
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 '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.
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 Augmented Chain Mail of Caspanion (-2) [16,+19] (+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 10 turns to recharge after use.
g) The Full Plate Armour of Isildur [26,+18] (+1)
     +1 constitution.
     Provides resistance to acid, lightning, fire, cold, confusion, 
     sound, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     
h) 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.
i) 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.
     
j) The Iron Helm of Dor-Lomin [5,+13] (+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.
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 30 turns to recharge after use.
l) 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 5 turns to recharge after use.
m) 24 Seeker Arrows of Acid (4d4) (+16,+13)
     Cannot be harmed by acid.
     
     Fired from your current missile launcher, this arrow will hit targets
     up to 160 feet away, inflicting an average damage of 630 against
     dragons, 630 against acid-vulnerable creatures, and 210 against
     normal creatures.
     35% chance of breaking upon contact.
n) 11 Seeker Arrows of Frost (4d4) (+13,+16)
     Cannot be harmed by cold.
     
     Fired from your current missile launcher, this arrow will hit targets
     up to 160 feet away, inflicting an average damage of 675 against
     dragons, 675 against frost-vulnerable creatures, and 225 against
     normal creatures.
     35% chance of breaking upon contact.
o) 15 Mithril Arrows of Wounding (3d4) (+18,+18)
     Cannot be harmed by acid, fire.
     
     Fired from your current missile launcher, this arrow will hit targets
     up to 160 feet away, inflicting an average damage of 667.5 against
     dragons, and 222.5 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)
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    : 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 20.5.2009 18:02
Last updated on 3.6.2009 20:56

Download this dump

1728. on the Ladder (of 19090)
306. on the Angband Ladder (of 6561)

Comments

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On 20.5.2009 18:02 EvilMarshmallow wrote:
Wow, what a difference a couple of days makes! I'm getting ready for a big dive, I think... probably the deepest I've ever gone in the 16 years I've played Angband. This character has been the most fun to play... he just seems to have good luck!

On 21.5.2009 16:43 EvilMarshmallow wrote:
Yeah, so... wow. This is my best character EVER. I just found my first lesser vault, containing Scatha, Ariel, and my first Death Drake. Ariel was a challenge at first, didn't realize I had a weapon with rConfusion in my pack. Once I had that, I melee'd her to death. Scatha wasn't even a challenge. I'm ready to start building my final kit, I think... suggestions?

On 22.5.2009 15:40 EvilMarshmallow wrote:
I just melee'd the Balrog of Moria to death. Holy Crap. 48/50 uniques wiped out. This is the best character I have EVER played and I'm having a blast! Wish I could find some better armor (need more resists, some immunities would be nice too).

On 28.5.2009 16:03 EvilMarshmallow wrote:
My first L50 EVER. I'm sooo excited! Now I just need to find the right gear so I can beat the game for the first time. Been playing off & on since 2.7.9, and I might actually finally figure this out!

70/86 Uniques slain. I'm hanging around 4300' waiting for good things to happen... scared to death but so far, so good!

On 28.5.2009 17:47 EvilMarshmallow wrote:
Heh, I just slew Glaurung with Gurthang. Poetic, isn't it?

On 29.5.2009 18:44 EvilMarshmallow wrote:
So, my character continues to kick major butt everywhere he goes! I took Atlas out in 1 assault... filled him full of arrows and then whacked him with my mace. I've had a love-hate relationship with Gabriel for a while now, he always summoned too much for me and I never could get in a good position to fight him. I did him in with 100% melee... having this Mace of Disruption +2 attacks really makes life simpler!

84/90 uniques killed... I haven't had the guts to take on the Tarrasque, Feagwath, or Lungorthin, and there were a few that I saw but I was in no condition to fight at the time. The witch-king is the only Nazgul left to take out, finally ran into the ones I missed earlier.

What advice do you have for my character? I've never been this close to the endgame before.

On 29.5.2009 20:39 Ferrat wrote:
Nice mace, I'm jealous. :P
A Longbow of Lothlorien (+2) would make your life a lot easier. Especially against Morgoth, because your slay evil arrows are limited. Also, I'm surprised you don't carry around Resistances. How do you cope with large cold and lightning breathers?

On 29.5.2009 20:55 EvilMarshmallow wrote:
I'll keep my eyes out for the bow. I figured I needed something different, been waiting for Belthronding or something to drop but no luck yet. Found a lot of +1 Lothloriens, the +2 is a bit elusive.

As far as Resistances, I've been a grinder. I fight 'em down to about 30% of my HP and then !Healing, -Healing, or Elessar to boost my HP back up. I just dropped Ancalagon, took 2 potions, 1 Rod use, 2 rounds of Elessar, and a lot of praying (don't breathe, don't breathe!). So far the RNG has liked me... I'm very cautious about when I fight so I don't take on big breathers unless I have some !Healing in my pack.

Let me update my dump so you can see the latest...

On 29.5.2009 20:57 EvilMarshmallow wrote:
Just finished Ancalagon off. Probably my toughest fight yet. Wish I could summon a Wyrm of Law to do MY dirty work for me....

On 1.6.2009 18:27 EvilMarshmallow wrote:
94/96 Known uniques killed. I have the Tarrasque, Sauron, and Morgoth to go. This close to having my first Winner EVER and I'm scared to death I'm gonna screw it up!

Found a bow of Lothlorien +2 as suggested. I'd like to start digging for some better armor... Bladeturner would make me *very* happy right about now. I'd also like a weapon with *Slay Evil* and a little more speed, and maybe 1 more immunity. Just 'cause I'm paranoid. A good nether resistance that didn't hurt my speed so bad would be nice too... I know I left Dal-i-thalion at home but my character's a bit slow without Feanor.

On 1.6.2009 20:49 EvilMarshmallow wrote:
Ok, so I'm a chicken. I've seen Sauron about half a dozen times but I'm not ready to stick around and fight it out yet. I've found a couple new artifacts but no good weapon yet. Come on Ringil, I know you're down here somewhere....

On 2.6.2009 13:24 Ferrat wrote:
Have you tried using a rod of probing on Sauron? It should tell you his hp and what he resists.

On 2.6.2009 13:55 EvilMarshmallow wrote:
Not necessary. I've played long enough that I've read the spoilers. Just a matter of finding the right stuff to take him on now. I need more acid arrows and rNether, as well as more speed. I have all of these, but not together at once. Ringil is the last piece of the puzzle (though I wouldn't mind picking up another = of Power).

On 2.6.2009 17:30 EvilMarshmallow wrote:
Oh. My. Gosh. This character is sooooooooo awesome! 2 Rings of Power now, Bard, Feanor... the RNG is setting me up for a big disappointment, methinks.

Took out the Tarrasque, that leaves Sauron & M.

On 2.6.2009 19:07 EvilMarshmallow wrote:
Sauron just died in under 50 turns. He didn't summon, he didn't mana bolt, he didn't rape my kit... he just charged across a wide-open room and caught my acid arrows until he croaked.

He charged once and I let him get in melee range. I gave him a couple of turns up close... 8 regular hits, 1 *GREAT* hit, 1 superb hit, and he teleported away. I chased him down and filled him with arrows as he came for me... it wasn't even a real contest.

And so my first time ever meeting Sauron for combat turns out pretty good...

On 3.6.2009 15:12 EvilMarshmallow wrote:
Not ready for M yet. Looking for some cool gear...

On 3.6.2009 20:56 EvilMarshmallow wrote:
WINNER! First time ever, after playing since 1992! M summoned creatures once, so I TO'd him and killed them all. Then he came back and summoned demons (Banish) followed shortly by Greater undead (Mass Banish). Then I TO'd him again when he summoned creatures again and killed most of them before he got back (it was a weak summon, mostly novice rogues, but there were a lot of them). So he charged me from across the room and I just kept thumping arrows into him. He died about 4 squares away from me by an Arrow of Slay Evil from Bard.

Thanks to all the people through the years who have written code for such a great game!

On 4.6.2009 16:23 jfm399@gmail.com wrote:
Well done! Where'd you pick up the One Ring?

On 4.6.2009 16:25 EvilMarshmallow wrote:
The One was at 4950'. Found it in a pile of junk I took off a group of Ancient Dragons. Because of the stacking, I almost missed it!

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