The Angband Ladder: Elwill, High-Elf Mage by g. rodrigues

  [Angband 3.1.0 beta Character Dump]

 Sex    Male         Age            124   STR! 18/100  +1  -5 +11 18/170
 Race   High-Elf     Height          85   INT! 18/100  +3  +3  +8 18/***
 Class  Mage         Weight         183   WIS! 18/100  -1  +0  +7 18/160
 Title  ***WINNER*** Social      Feared   DEX! 18/100  +3  +1 +14 18/***
 HP     941/941      Maximize         Y   CON! 18/100  +1  -2 +11 18/200
 SP     199/367                           CHR! 18/100  +5  +1 +10 18/***


 Level               50   Armor   [53,+162]     Saving Throw        100%
 Cur Exp       10602934   Fight   (+50,+40)     Stealth           Superb
 Max Exp       10602934   Melee   (+65,+58)     Fighting          Superb
 Adv Exp       ********   Shoot   (+67,+19)     Shooting          Superb
 MaxDepth  5000' (L100)   Blows      4/turn     Disarming            93%
 Turns          1532911   Shots      1/turn     Magic Device   Legendary
 Gold           1665860   Infra       40 ft     Perception        1 in 1
 Burden       219.1 lbs   Speed          43     Searching            34%

 You are the only child of a Vanyarin Archer.  You have light grey
 eyes, wavy 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 Great Axe of Eonwe (5d4) (+15,+18) [+8] (+2)
     +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 4 blows per round.  Each
     blow will do an average damage of 83 against evil creatures, 95.5
     against orcs, 95.5 against undead, 95.5 against frost-vulnerable
     creatures, 120.5 against demons, and 70.5 against normal creatures.
b) The Long Bow of Bard (x3) (+17,+19) (+2) {excellent}
     +2 dexterity, speed, shooting power.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
c) 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.
d) a Mithril Ring of Speed (+20)
     +20 speed.
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, 
     e3 light.
g) The Adamantite Plate Mail 'Soulkeeper' (-4) [40,+20] (+2)
     +2 constitution.
     Provides resistance to acid, cold, fear, dark, confusion, nexus, 
     nether, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains constitution.
     Stops experience drain.
     When activated, it heals 1000 hit points.
     It takes 444 turns to recharge after use.
h) a Fur Cloak of Aman [3,+26] (+3 stealth)
     +3 stealth.
     Provides resistance to disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
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 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 of Feanor [2,+20] (+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) 3 Books of Magic Spells [Magic for Beginners] {@m1@b1!d!k}
b) 3 Books of Magic Spells [Conjurings and Tricks] {@m2@b2!d!k}
c) 3 Books of Magic Spells [Incantations and Illusions] {@m3@b3!d!k}
d) 2 Books of Magic Spells [Sorcery and Evocations] {@m4@b4!d!k}
e) a Book of Magic Spells [Resistances of Scarabtarices] {@m5@b5!d!k}
     Cannot be harmed by acid, electricity, fire, cold.
f) a Book of Magic Spells [Raal's Tome of Destruction] {@m6@b6!d!k}
     Cannot be harmed by acid, electricity, fire, cold.
g) a Book of Magic Spells [Mordenkainen's Escapes] {@m7@b7!d!k}
     Cannot be harmed by acid, electricity, fire, cold.
h) a Book of Magic Spells [Tenser's Transformations] {@m8@b8!d!k}
     Cannot be harmed by acid, electricity, fire, cold.
i) a Book of Magic Spells [Kelek's Grimoire of Power] {@m9@b9!d!k}
     Cannot be harmed by acid, electricity, fire, cold.
j) 10 Cloudy Potions of *Healing*
     It can be thrown at creatures with damaging effect.
k) 12 Orange Speckled Potions of Life
     It can be thrown at creatures with damaging effect.
l) 3 Lead-Plated Rods of Magic Mapping {@z1}
m) 3 Copper Rods of Restoration (1 charging) {@z2}
     Cannot be harmed by electricity.
n) 3 Cypress Staffs of Healing (4 charges)
o) 3 Golden Staffs of the Magi (2 charges)
p) 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.
q) The Main Gauche of Azaghal (2d5) (+12,+14)
     Provides immunity to fire.
     Provides resistance to acid, fear.
     Cannot be harmed by acid, electricity, fire, cold.
     With this weapon, you would currently get 4 blows per round.  Each
     blow will do an average damage of 82 against dragons, and 58
     against normal creatures.
r) The Mighty Hammer 'Grond' (3d9) (+6,+1)
     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 4 blows per round.  Each
     blow will do an average damage of 69 against animals, 69 against
     evil creatures, 84 against orcs, 84 against trolls, 114 against
     dragons, 114 against demons, 114 against undead, and 54 against
     normal creatures.
     Sometimes creates earthquakes on impact.
s) 17 Mithril Arrows of Holy Might (3d4) (+29,+22)
     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 485 against
     evil creatures, 727.5 against dragons, 727.5 against demons, 727.5
     against undead, and 242.5 against normal creatures.
     35% chance of breaking upon contact.
t) 5 Mithril Arrows of Wounding (3d4) (+16,+20) {@f1}
     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 697.5 against
     dragons, and 232.5 against normal creatures.
     35% chance of breaking upon contact.
u) 6 Mithril Arrows of Wounding (3d4) (+15,+17)
     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 652.5 against
     dragons, and 217.5 against normal creatures.
     35% chance of breaking upon contact.


  [Home Inventory]

a) 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.
b) an Obsidian Amulet of Weaponmastery (+4,+5) (+3)
     +3 strength.
     Provides resistance to fear, disenchantment.
     Sustains strength, constitution.
     Prevents paralysis.
     
c) 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.
d) Balance Dragon Scale Mail (-2) [30,+23]
     Provides resistance to sound, shards, chaos, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it allows you to breathe balance for 250 damage.
     It takes d300+300 turns to recharge after use.
e) 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.
     
f) The Mithril Chain Mail 'Belegennon' (-1) [28,+20] (+4)
     +4 stealth.
     Provides resistance to acid, lightning, fire, cold, poison.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it teleports you randomly up to 10 squares away.
     It takes 2 turns to recharge after use.
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) 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 Cloak 'Colluin' [1,+15]
     Provides resistance to acid, lightning, fire, cold, poison.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it grants temporary resistance to acid, electricit
     y, fire, cold and poison for 1d20+20 turns.
     It takes 111 turns to recharge after use.
j) 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.
     
k) 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.
l) The Golden Crown of Gondor [0,+15] (+3)
     +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 250 turns to recharge after use.
     Radius 1 light.
m) The Hard Leather Cap of Thranduil [2,+9] (+2)
     +2 intelligence, wisdom.
     Provides resistance to blindness.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.
     
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 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.
q) The Short Sword 'Sting' (1d6) (+7,+8) (+2)
     +2 strength, dexterity, constitution, speed, attack speed.
     Provides resistance to fear, light.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
     Radius 1 light.
     With this weapon, you would currently get 6 blows per round.  Each
     blow will do an average damage of 55 against animals, 55 against
     evil creatures, 58.5 against orcs, 58.5 against undead, and 51.5
     against normal creatures.
r) The Long Sword 'Ringil' (4d5) (+22,+25) (+10 speed)
     +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 40 turns to recharge after use.
     Radius 1 light.
     With this weapon, you would currently get 4 blows per round.  Each
     blow will do an average damage of 87 against evil creatures, 99
     against trolls, 99 against undead, 99 against frost-vulnerable
     creatures, 123 against demons, and 75 against normal creatures.
s) 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 4 blows per round.  Each
     blow will do an average damage of 88.5 against fire-vulnerable
     creatures, 88.5 against poison-vulnerable creatures, 109.5 against
     dragons, and 67.5 against normal creatures.
t) The Beaked Axe of Theoden (2d6) (+8,+10) (+3)
     +3 wisdom, constitution.
     Cannot be harmed by acid, electricity, fire, cold.
     Slows your metabolism.
     Grants telepathy.
     
     When activated, it drains up to 120 hit points of life from a targ
     et creature.
     It takes 40 turns to recharge after use.
     With this weapon, you would currently get 4 blows per round.  Each
     blow will do an average damage of 69 against dragons, and 55
     against normal creatures.
u) The Battle Axe of Balli Stonehand (3d8) (+8,+11) [+5] (+3)
     +3 strength, constitution, stealth.
     Provides resistance to acid, lightning, fire, cold, blindness.
     Cannot be harmed by acid, electricity, fire, cold.
     Feather Falling.
     Speeds regeneration.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
     With this weapon, you would currently get 4 blows per round.  Each
     blow will do an average damage of 92.5 against orcs, 92.5 against
     trolls, 92.5 against demons, and 65.5 against normal creatures.
v) The Mattock of Nain (2d8) (+12,+18) (+6 searching)
     +6 strength, searching, infravision, tunneling.
     Provides resistance to dark, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it turns rock into mud.
     It takes 2 turns to recharge after use.
     With this weapon, you would currently get 4 blows per round.  Each
     blow will do an average damage of 90 against orcs, 90 against
     trolls, 90 against giants, 90 against dragons, and 72 against
     normal creatures.
w) 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.
     
x) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10)
     +10 speed.
     Provides resistance to fire.
     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    : 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 16.6.2009 19:20

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1135. on the Angband Ladder (of 6561)
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On 16.6.2009 19:20 g. rodrigues wrote:
After about three years of on and off playing Angband, finally (!) scored a victory.

- The last time I played was about a year ago. Decided to install the new beta version to give it a spin. This meant I had no recourse to a decent monster memory.

- As I said, my last Angband game was about a year ago and it was my best ever -- a sure win, actually, killed by sheer stupidity, cockyness and that summoning bitch, the emperor Quylthulg. I had Feanor (and speed > 20 unhasted), the rings of power, the amulets and the lights, all resistances, all dungeon books, etc.

- Because of this, my strategy was actually quite simple: *slowly* descend to the bottom of the dungeon. Back out at the least teensy bit of trouble -- with no speed and stealth to speak of, and even lacking decent resistances you want to stay around the stairs, grab what's on the floor and go only for the (really) easy battles. This entailed a fair bit of yo-yoing through the levels.

- The ride ended up being rather smooth. In all the game until Morgoth's defeat there were only a couple of times I really thought "This is it, I am dead." Once, was when I landed in the middle of a Time Hound pack; another when Tarrasque (my nemesis and the deadliest killer of my high-level characters) brough me to about 1/4 of my Hps with a single bad breath of his. A third, was already very late in the game, and I decided to sleep with Gothmog within telepathy range. With no fire immunity or temp resistance up, you know where this is going -- but this was probably my only too-sure-of-myself moment in all the game. Otherwise, I always acted completely paranoid.

- Artifacts treacled slowly but surely. My first decent find was Gurthang (rPoison, Yay!) at about 360k turns, dl 36, cl 16. I parked around this dungeon level for a while, but then finding nothing important, started descending again. At about 650k turns (dl 40, cl 24) I found Thranduil giving me Telepathy (probably, the single most valuable survival aid). At about 880k turns found Galadriel (dl 66, cl 28). Galadriel is a sort of a good luck charm. Whenever I find it, I know it is going to be a good game (that will end up in some utterly stupid death). At 950k turns, dl 84, cl 29 I found Thorin and a little later, and a little deeper, Balli Stonehand. It was going to be a very good game.

- By this point I had almost all resistances covered. Soon after I found a +11 ring of Speed boosting speed to > 20 unhasted. By then I also had all the dungeon books. Mages rock: hounds or those annoying Quylthulgs giving you trouble? Banish them. Clear vaults? (Mass) Banish the crap out of them. Life is good with Kelek. Thorin gave me the first immunity, but Vilya and Eonwe soon joined my gear.

- Until then I had killed very few uniques -- for an example, Bullroarer was killed only at about 980k turns, dl 93, cl 32. In fact one could divide my game in two distinct parts: the first half where I slowly got to the end depths (dl > 90) of the dungeon and a second half where I went about killing uniques. This second half took a long time, even though by then I was very powerful and most of the uniques were complete pushovers. A notable example is Saruman: I never ever had killed him before, or in fact even *tried* to kill him before. A complete pushover.

- At about 1370k turns another turning point: in quick succession, I found Cubragol (which I ended up never using because Bard is so good and because of better arrow availability), Feanor and a +20 ring of speed . This landed me in the > 40 speed region. If i had worn Cubragol and Ringil I would be in the > 60 region but I suffered in hps and I noticed that there was no big difference going from 30's to 40's. My kit was basically completed at this point.

- Once I reached this speed point, high time for dealing with the big boys starting with the Mouth of Sauron: tough bastard with those Mana / Darkness storms and heavy summoning. But with an offensive arsenal containing Bard with all the arrows I could muster, powerful offensive spells like Shockwave (and daze your foes, yay!), Rift, Chaos Strike (that can cause confusion even in uniques!) and Mana Storm, powerful escapes like Teleport Self and Other, and Greater Recharging allowing me virtually infinite charges in Staff of the Magi and Staff of Healing I managed to kill him - this at about 1375k turns. Slowly, with more or less difficluty, all the other baddies fell. Tarrasque and Ancalagon proved to be pushovers, which was highly satisfying, especially Tarrasque, my nemesis and the biggest cause of Angband grief. Finally, I was down to the emperor Quylthulg and Gothmog and reached level 50 soon after. I had fire immunity only from Azaghal but it hurt me hps-wise wearing it, so I was not very keen on facing Gothmog and have my books and staves burn up in flames. And even to this day, I am not sure how to take down the emperor Quylthulg, so I decided to go after Sauron and Morgoth. Morgoth's was an especially long battle, where I had to teleport to heal in safety at least twice, but there was never a doubt in my mind that I would eventually take him down.

- I do not know if this new Angband version is easier or more difficult than previous ones - it sure has a few bugs, or at the very least weird behaviour. For starters, Healing restores your hps to a maximum instead of what the description says. For a mage with Greater Recharging this is... just great. Another strange thing is that Mana Storm's failing rate is 14% at level 50 and with int maximized. Somehow this does not seem right.

- This one sounds definitely like a bug: I managed to land in level 100 and see Morgoth before killing Sauron.

- The "find rates" of objects have some weirdnesses also: in my object memory, there is still one staff, two wands and seven potions unidentified. I have never found one ego-item of the cursed, bad sort -- have they disappeared from the game? Found very few longswords (was *very* surprised of getting my hands on Ringil) but lots of Zweihanders and Katanas. Stat potions are definitely more rare, I only maximized my stats at about 1250k turns when I was already parked at levels 98 / 99. About the new objects do not have much to say. The mushroom findings were so rare that I never used them -- there are still two left unidentified.


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4th in Angband (3.0.1) by <advanced_bridge@yahoo.com> (95%)

Jerry3, L50 High-Elf Mage winner
571st in Angband (3.0.3) by <jludwi2@vbbn.com> (95%)

Sipje IV, L50 High-Elf Mage winner
238th in Angband (3.0.3) by Mars (95%)

Nacho, L50 High-Elf Mage winner
971st in Angband (3.0.3) by <battlestorm@slayerized.com> (95%)



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