The Angband Ladder: Melonwe, Dunadan Ranger by iggy

  [Angband 3.1.0 beta Character Dump]

 Sex    Female       Age             59   STR:  18/30  +1  +2  +2  18/80
 Race   Dunadan      Height          84   INT:     15  +2  +2  +8  18/90
 Class  Ranger       Weight         183   WIS:     15  +2  +0  +2  18/10
 Title  Pathfinder   Social   Respected   DEX:  18/68  +2  +1  +5 18/148
 HP     -42/326      Maximize         Y   CON:     18  +3  +1  +0  18/40
 SP     95/120                            CHR:  18/01  +2  +1  +0  18/31


 Level               36   Armor    [32,+75]     Saving Throw         72%
 Cur Exp        1018487   Fight    (+12,+8)     Stealth        Excellent
 Max Exp        1018487   Melee   (+27,+23)     Fighting          Heroic
 Adv Exp        1155000   Shoot   (+25,+21)     Shooting       Legendary
 MaxDepth   2450' (L49)   Blows      5/turn     Disarming            74%
 Turns           682424   Shots      2/turn     Magic Device      Superb
 Gold            756569   Infra       40 ft     Perception       1 in 21
 Burden       149.2 lbs   Speed          10     Searching            27%

 You are one of several children of a Townsman.  You are a well liked
 child.  You have green eyes, straight black hair, and a very 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:.............


  [Last Messages]

> Gorlim, Betrayer of Barahir grunts with pain.
> The Arrow breaks.
> Gorlim, Betrayer of Barahir points at you, incanting terribly!
> You have 96 Arrows (1d4) (+0,+0) {@f0} (n).
> You have 95 Arrows (1d4) (+0,+0) {@f0} (n).
> The Arrow (1d4) (+0,+0) {@f0} hits Gorlim, Betrayer of Barahir.
> Gorlim, Betrayer of Barahir grunts with pain.
> You have 94 Arrows (1d4) (+0,+0) {@f0} (n).
> Gorlim, Betrayer of Barahir casts a water bolt.
> Low hitpoint warning!
> *** LOW HITPOINT WARNING! ***
> You feel very good.
> You have 21 Metallic Green Potions of Cure Serious Wounds (e).
> Gorlim, Betrayer of Barahir casts a mana bolt.
> You die.

Killed by Gorlim, Betrayer of Barahir.

  [Character Equipment]

a) The Spear of Orome (4d6) (+15,+15) (+4)
     +4 intelligence, infravision, speed.
     Provides resistance to fire, light.
     Cannot be harmed by acid, electricity, fire, cold.
     Blessed by the gods.
     Feather Falling.
     Grants the ability to see invisible things.
     When activated, it turns rock into mud.
     It takes 5 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 51 against animals, 65 against
     giants, 65 against fire-vulnerable creatures, and 37 against
     normal creatures.
b) a Long Bow of Power (x3) (+13,+21)
c) a Quartzite Ring of Resist Poison
     Provides resistance to poison.
d) an Adamantite Ring of Free Action
     Prevents paralysis.
e) a Dragon Tooth Amulet of Regeneration
     Speeds regeneration.
f) The Phial of Galadriel
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it lights up the surrounding area, hurting light-s
     ensitive creatures.
     It takes 10 turns to recharge after use.
     Radius 3 light.
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) a Cloak of the Magi [1,+12] (+2)
     +2 intelligence, stealth.
     Cannot be harmed by acid.
     Sustains intelligence.
     Slows your metabolism.
i) The Leather Shield of Celegorm [4,+20]
     Provides resistance to acid, lightning, fire, cold, light, dark.
     Cannot be harmed by acid, electricity, fire, cold.
j) The Hard Leather Cap of Thranduil [2,+10] (+2)
     +2 intelligence, wisdom.
     Provides resistance to blindness.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.
k) a Set of Caestus of Agility (+0,+3) [2,+1] (+3)
     +3 dexterity.
l) a Pair of Iron Shod Boots of Speed [3,+8] (+6)
     +6 speed.


  [Character Inventory]

a) 2 Books of Magic Spells [Magic for Beginners] {@m1}
b) 2 Books of Magic Spells [Conjurings and Tricks] {@m2}
c) 2 Books of Magic Spells [Incantations and Illusions] {@m3}
d) a Book of Magic Spells [Resistances of Scarabtarices]
     Cannot be harmed by acid, electricity, fire, cold.
e) 21 Metallic Green Potions of Cure Serious Wounds
f) 14 Scrolls titled "ca rue sepo" of Identify {@r0}
g) 9 Scrolls titled "multus" of Word of Recall {!r}
h) 3 Scrolls titled "lisevus fero" of *Destruction* {!r}
i) 2 Runed Rods of Treasure Location
j) 2 Nickel-Plated Rods of Probing
k) 2 Iron Rods of Teleport Other
l) 2 Tin-Plated Rods of Light {@z0}
m) a Bamboo Staff of Speed (4 charges)
n) 94 Arrows (1d4) (+0,+0) {@f0}
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 70.5 against
     normal creatures.
     35% chance of breaking upon contact.
o) 99 Arrows (1d4) (+0,+0) {@f0}
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 70.5 against
     normal creatures.
     35% chance of breaking upon contact.
p) 20 Mithril Arrows of Slay Dragon (3d4) (+8,+13)
     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 373.5 against
     dragons, and 124.5 against normal creatures.
     35% chance of breaking upon contact.


  [Home Inventory]

a) 2 Books of Magic Spells [Sorcery and Evocations] {@m4}
b) 57 Red Potions of Cure Critical Wounds
     When ingested, it heals you a large amount (1/4 of your wounds, mi
     nimum 30HP), heals cut damage, and cures stunning, poisoning, blin
     dness, and confusion.
     Provides nourishment for about 75 turns under normal conditions.
c) 3 Gloopy Green Potions of Healing
     When ingested, it heals you a really large amount (35% of max HP, 
     minimum 300HP), heals cut damage, and cures stunning, poisoning, b
     lindness, and confusion.
     Provides nourishment for about 100 turns under normal conditions.
d) a Silver Speckled Potion of *Healing*
     When ingested, it restores 1200 hit points, heals cut damage, and 
     cures stunning, poisoning, blindness, and confusion.
     It can be thrown at creatures with damaging effect.
e) 7 Chartreuse Potions of Restore Dexterity
     When ingested, it restores your dexterity.
f) 3 Tangerine Potions of Restore Life Levels
     When ingested, it restores your experience.
g) 2 Hazy Potions of Speed
     When ingested, it hastens you for 2d10+20 turns.
h) 3 Scrolls titled "exsecus laus" of Teleport Level
     When read, it teleports you one level up or down.
i) 60 Scrolls titled "ca rue sepo" of Identify {@r0}
     When read, it reveals to you the extent of an item's magical power
     s.
j) a Silver Staff of *Destruction* (0 charges)
     When used, it destroys an area around you in the shape of a circle 
     radius 15, and blinds you for 1d10+10 turns.
k) 5 Mahogany Staffs of Teleportation (38 charges)
     When used, it teleports you randomly up to 100 squares away.
l) 2 Bamboo Staffs of Speed (10 charges)
     When used, it hastens you for 2d10+20 turns.
m) a Zircon Ring of Strength (+5)
     +5 strength.
     Sustains strength.
     
n) a Bronze Ring of Escaping (+4 speed)
     +4 speed.
     Makes you unable to hit foes.
     
o) 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 10 turns to recharge after use.
p) The Leather Scale Mail 'Thalkettoth' (-1) [10,+25] (+3)
     +3 dexterity, speed.
     Provides resistance to acid, shards.
     Cannot be harmed by acid, electricity, fire, cold.
     
q) The Iron Helm of Gorlim (+8,+8) [5,+10] (-5) {cursed}
     Heavily cursed.
     -5 intelligence, wisdom, searching.
     Provides resistance to fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     Grants the ability to see invisible things.
     Aggravates creatures nearby.
     
r) The Broad Sword 'Orcrist' (2d5) (+10,+15) (+3)
     +3 searching.
     Provides resistance to cold, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     Blessed by the gods.
     Slows your metabolism.
     
     Radius 1 light.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 35 against evil creatures, 41
     against orcs, 41 against dragons, 41 against frost-vulnerable
     creatures, and 29 against normal creatures.
s) a Long Bow of Extra Shots (x3) (+13,+13) (+1)
     +1 shooting speed.
     
t) 60 Arrows (1d4) (+6,+6) {@f0}
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 88.5 against
     normal creatures.
     35% chance of breaking upon contact.
u) 69 Arrows (1d4) (+5,+6) {@f0}
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 88.5 against
     normal creatures.
     35% chance of breaking upon contact.
v) 40 Arrows (1d4) (+0,+0) {@f0}
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 70.5 against
     normal creatures.
     35% chance of breaking upon contact.
w) 28 Seeker Arrows (4d4) (+4,+7)
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 114 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 3.7.2009 22:11
Last updated on 5.7.2009 21:07

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9294. on the Ladder (of 18973)
3898. on the Angband Ladder (of 6502)
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Comments

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On 3.7.2009 22:11 iggy wrote:
First game where I've been fortunate enough to get some early speed drops. I suppose it's the RNG's way of making up for the fact that I haven't seen a single speed potion after 300k turns...

I'm probably still not diving fast enough, but I've really hit a wall around 2300' without speed gear the last few games. Either I'm doing something wrong or I'm not preparing properly.

Hopefully, the RNG won't read this post and kill me off in the next few hundred turns. ;)

On 3.7.2009 22:22 iggy wrote:
And of course the RNG read this post and decides to taunt me with BoS+7 in the shops now for a mere 350k. :(

On 4.7.2009 02:20 LCC wrote:
Congratulations on getting Orome! If you look long enough, you might get Deathwreaker as I did in LCC1 on ladder. Until then, you will be hard pressed to find a better weapon, except maybe Ringil...

On 4.7.2009 17:02 iggy wrote:
Managed to find a few more things the doctor ordered: a lovely shield of Elvenkind, Thranduil, an a nice pair of BoS+3. Hands down the best character I've ever had, which means it's only a matter of time before I do something stupid. :)

Almost bought it in a fight against Lorgan...who decided to bring in Ulfang...who decided to bring in Kavlax and Uvatha. They dropped me to 1HP before I could get out of that scrape. :/

LCC - This is the first time I've ever found Orome, and I have to say it is my new best friend. :D

On 5.7.2009 20:21 iggy wrote:
Probably twice as far as I've ever been before - but clearly spending too much time dragging stuff back to town...

Found my first lesser vault ever on dl49 and naturally it was full of industrial-strength nasty. Against my better judgement, I decided to have a go at it. Must have been feeling my oats after tackling Smaug earlier on the level. Even with double rFire, I nearly lost it all after three rounds of battling The Phoenix. Decided to _*Destruction* the Vault to pieces instead of trying to tackle it head on at that point. I can see why some folks feel it's a little cheesy - I'd rather see permarock stop the blast wave, but I guess you get into some complex situations if you detonate it from within the vault. Maybe just use the same algorithm for LOS? I'm more experienced players have argued this one already. :)

So excited about this character, I feel like I should shelve her and play another one before I make a mistake. I know how to assess the threats I've encountered so far, but I don't know what's waiting for me further down. I feel like my inexperience as a player will be the death of Melonwe...

My instincts are telling me that this is a really good kit and that I should dive harder...

On 5.7.2009 21:07 iggy wrote:
Aaaaaand my own stupid mistake has been the death of Melonwe. Ran into Gorlim and thought I could handle him at range. ("He's just a warrior. Should be no problem if I outhaste him.") Got in trouble, used Phase Door but didn't clear LOS. Then, instead of doing something /smart/ like ?TS or -TO, I thought I'd just quaff a potion and stay in the fight.

Adding another item to my list of Angband guidelines:

If you're in serious trouble, don't use Phase door if you have Teleport self. Don't use Teleport self if you have Teleport other.

What an untimely death. :(

On 6.7.2009 05:51 claylonnie@comcast.net wrote:
Read mon-info spoiler and check every monster until you are familiar with the game. You were way outclassed in that fight...

On 9.7.2009 04:04 iggy wrote:
Personally, the mon-info spoiler is one of the ones I prefer not to read. If I get in over my head against a unique, it serves as a much better lesson the next time around. ;)

But in retrospect? I was /way/ outclassed. :(

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