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Old April 14, 2010, 12:56   #1
Nemesis
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Join Date: Jul 2009
Posts: 137
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It feels like this character can win if I do it right - help me do it right!

I've been exploring the thirties lately, and it feels like my character is growing rather strong - and FAST (+21 speed)! I don't run into things I can't handle very often, and when the odd OOD monster shows up I just out-run it, dig my way around it or simply teleport it away.

Even though I've never seen the deeper parts of the dungeon I really believe I can win with this High-Elf Ranger if I just take it nice and slowly, but what should my next move be?

Should I max out my stats so that nexus swapping stops being a risk? And maybe get some poison resistance to stop the Drolem threat? Or should I dive deep into uncharted territories to find an Amulet of Trickery (bad idea I guess)?

Also, I'm not wearing anything granting resistance to confusion and blindness,
is this a problem? Those scrolls of teleport level could get me out of most troubles if I had those resistances, but then again I have lots of speed, ESP, good saving throw and resistance to light and dark, so I don't get blinded or confused much in first place?

Except for general ideas on what I should do next, here are some more specific questions?

1. I tried to teleport away Quaker today, but nothing happened. I'm sure I hit him (tried twice) and I didn't fail to use the device either. Are some monster immune to Teleport Other? Or could he have been inside a wall and therefore impossible to hit?

2.Which artifacts should I keep an eye open for? I think I read that artifacts no longer have odd hit dice and armour rating in 3.12, but this is 3.11 and they're still possible to identify on the floor. Of course, I could read through the spoilers to check which items with unusal dice I want, which items I want that can't be identified by dice and at which levels the goodies start showing up, but if you'd just mention a handful of things to look for, you'd save me lots of time.

3. Also, it would be nice to know which monsters (at this depth and a bit closer down) I should stay away from. Which are capable of taking this character down in one or just a couple of turns?

This is what my character looks like right now. No, I'm not the world's slowest Angband player, I just have the habit of digging my way through the dungeon, that's why my turn count is so high!
Code:
  [Angband 3.1.1 dev Character Dump]

 Name   Nemesis                                  Self  RB  CB  EB   Best
 Sex    Male         Age            122   STR:  18/95  +1  +2  +0 18/125
 Race   High-Elf     Height          85   INT! 18/100  +3  +2  +4 18/190
 Class  Ranger       Weight         194   WIS:     16  -1  +0  +0     15
 Title  Explorer     Social  Well-liked   DEX! 18/100  +3  +1  +3 18/170
 HP     433/433      Maximize         Y   CON:  18/86  +1  +1  +0 18/106
 SP     249/249                           CHR! 18/100  +5  +1  +0 18/160


 Level               33   Armor    [29,+84]     Saving Throw         83%
 Cur Exp         521274   Fight    (+18,+8)     Stealth           Superb
 Max Exp         521274   Melee   (+33,+23)     Fighting          Superb
 Adv Exp         632500   Shoot   (+23,+12)     Shooting       Legendary
 MaxDepth   1850' (L37)   Blows      5/turn     Disarming            82%
 Turns          1352348   Shots      3/turn     Magic Device      Heroic
 Gold            547847   Infra       80 ft     Perception       1 in 20
 Burden       111.9 lbs   Speed          21     Searching            27%

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



rAcid:......+.+.... rConf:.............
rElec:....+...+.... Sound:.............
rFire:+.......+.... Shard:......+......
rCold:........+.... Nexus:.............
rPois:............. Nethr:.............
rFear:............. Chaos:.............
rLite:+.......+...+ Disen:.............
rDark:........+.... S.Dig:.............
rBlnd:............. Feath:+............

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


  [Character Equipment]

a) The Spear of Orome (4d6) (+15,+15) (+4)
     +4 intelligence, infravision, speed.
     Slays animals, giants.
     Branded with flames.
     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.  
     
     Combat info:
     5 blows/round.
     Average damage/hit: 53.6 vs. animals, 68.5 vs. giants, 68.5 vs.
     creatures not resistant to fire, and 38.8 vs. others.
     
     Radius 1 light.
b) a Long Bow of Extra Shots (x3) (+5,+12) (+1)
     +1 shooting speed.
     
c) a Ring of Speed (+7)
     +7 speed.
     
d) a Ring of Delving (+5)
     +5 tunneling.
     
     When aimed, it turns rock into mud.
     Takes 52 to 108 turns to recharge at your current speed.
     
e) an Amulet of Resist Lightning
     Provides resistance to lightning.
     Cannot be harmed by electricity.
     
f) The Star of Elendil
     Cannot be harmed by acid, electricity, fire, cold.
     Grants the ability to see invisible things.  
     
     Radius 3 light.
g) 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.
     
h) a Cloak of Stealth [1,+2] (+3 stealth)
     +3 stealth.
     
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) a Metal Cap of Telepathy [3,+7]
     Grants telepathy.  
     
k) a Set of Mithril Gauntlets of Free Action [5,+11]
     Cannot be harmed by acid.
     Prevents paralysis.  
     
l) a Pair of Steel Shod Boots of Speed [6,+7] (+7)
     +7 speed.
     


  [Character Inventory]

a) 2 Books of Magic Spells [Magic for Beginners]
b) 3 Books of Magic Spells [Conjurings and Tricks]
c) 2 Books of Magic Spells [Incantations and Illusions]
d) 15 Potions of Cure Critical Wounds
     
     When drunk, it heals you a large amount (1/4 of your wounds, minim
     um 30HP), heals cut damage, and cures stunning, poisoning, blindne
     ss, and confusion.
     
e) 3 Potions of Enlightenment
     When drunk, it completely lights up and magically maps the level.
     
f) 8 Potions of Speed
     When drunk, it hastens you for 2d10+20 turns.
     
g) 8 Scrolls of Teleport Level
     When read, it teleports you one level up or down.
     
h) 17 Rods of Treasure Location
     When activated, it detects gold and objects nearby.
     Takes 155 turns to recharge at your current speed.
     
i) 2 Rods of Detection
     Cannot be harmed by electricity.
     
     When activated, it detects treasure, traps, doors, stairs, and all 
     creatures nearby.
     Takes 310 turns to recharge at your current speed.
     
j) 2 Rods of Recall
     Cannot be harmed by electricity.
     
     When activated, it returns you from the dungeon or takes you to th
     e dungeon after a short delay.
     Takes 186 turns to recharge at your current speed.
     
k) 5 Wands of Teleport Other (36 charges)
     
     When aimed, it teleports a target monster away.
     
l) 24 Arrows of Slay Dragon (1d4) (+8,+7)
     Slays dragons.
     
     Combat info:
     Hits targets up to 120 feet away.
     Average damage/hit: 199.3 vs. dragons, and 66.4 vs. others.
     35% chance of breaking upon contact.
     


  [Home Inventory]

a) a Book of Magic Spells [Sorcery and Evocations]
b) 2 Books of Magic Spells [Raal's Tome of Destruction]
     Cannot be harmed by acid, electricity, fire, cold.
     
c) 12 Potions of Healing
     
     When drunk, it heals you a really large amount (35% of max HP, min
     imum 300HP), heals cut damage, and cures stunning, poisoning, blin
     dness, and confusion.
     
d) 7 Scrolls of Teleportation
     When read, it teleports you randomly up to 100 squares away.
     
e) 5 Scrolls of Teleport Level
     When read, it teleports you one level up or down.
     
f) 13 Scrolls of Enchant Weapon To-Dam
     When read, it attempts to magically enhance a weapon's to-dam bonu
     s.
     
g) 3 Scrolls of *Destruction*
     When read, it destroys an area around you in the shape of a circle 
     radius 15, and blinds you for 1d10+10 turns.
     
h) a Staff of *Destruction* (2 charges)
     
     When activated, it destroys an area around you in the shape of a c
     ircle radius 15, and blinds you for 1d10+10 turns.
     
i) a Ring of Constitution (+4)
     +4 constitution.
     Sustains constitution.
     
j) a Ring of Acid [+13]
     It brands your melee attacks with acid.
     Provides resistance to acid.
     Cannot be harmed by acid.
     
     When aimed, it grants acid resistance for d20+20 turns and creates 
     an acid ball of damage 70.
     Takes 158 to 310 turns to recharge at your current speed.
     
k) a Ring of Damage (+0,+10)
l) The Chain Mail of Arvedui (-2) [14,+15] (+2)
     +2 strength, charisma.
     Provides resistance to acid, lightning, fire, cold, shards, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     
m) Augmented Chain Mail (Dwarven) (-2) [16,+5] (+1)
     +1 strength, constitution, infravision.
     Cannot be harmed by acid, fire.
     Prevents paralysis.  
     
n) 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.
     
o) Ribbed Plate Armour of Elvenkind (-3) [28,+17] (+3 stealth)
     +3 stealth.
     Provides resistance to acid, lightning, fire, cold, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     
p) an Iron Crown of Seeing [0,+13] (+5 searching)
     +25% to searching.
     Provides resistance to blindness.
     Grants the ability to see invisible things.  
     
q) The Metal Cap of Thengel [3,+12] (+3)
     +3 wisdom, charisma.
     Provides resistance to confusion.
     Cannot be harmed by acid, electricity, fire, cold.
     
r) a Set of Leather Gloves of Power (+1,+5) [1,+9] (+5)
     +5 strength.
     
s) a Pair of Leather Boots of Stability [2,+7]
     Provides resistance to nexus.
     Feather Falling.  
     
t) a Pair of Steel Shod Boots of Stealth [6,+1] (+3)
     +3 stealth.
     
u) a Pair of Steel Shod Boots of Free Action [6,+9]
     Prevents paralysis.  
     
v) a Broad Sword (2d5) (+0,+0)
     Combat info:
     5 blows/round.
     Average damage/hit: 14.5.
     
w) a Long Bow (x3) (+4,+7)


============================================================
                   CHAR.
|   TURN  | DEPTH |LEVEL| EVENT
============================================================
         1      0'    1   Began the quest to destroy Morgoth.
      5272     50'    2   Reached level 2
     15447    150'    3   Reached level 3
     71423    100'    4   Reached level 4
     75535    150'    4   Killed Fang, Farmer Maggot's dog
     75535    150'    5   Reached level 5
     78426    200'    5   Killed Grip, Farmer Maggot's dog
     82560      0'    5   Killed Farmer Maggot
     90177    100'    6   Reached level 6
    107210    300'    7   Reached level 7
    132956    450'    8   Reached level 8
    153732    400'    9   Reached level 9
    160085    400'    9   Killed Bullroarer the Hobbit
    164678    450'   10   Reached level 10
    180342    550'   11   Reached level 11
    187060    650'   12   Reached level 12
    208617    700'   13   Reached level 13
    225992    750'   13   Killed Orfax, Son of Boldor
    225992    750'   14   Reached level 14
    235187    750'   15   Reached level 15
    241659    750'   16   Reached level 16
    250799    700'   16   Killed Brodda, the Easterling
    263811    750'   17   Reached level 17
    269163    800'   17   Killed Wormtongue, Agent of Saruman
    300024    800'   18   Reached level 18
    341401    900'   19   Reached level 19
    371576    900'   19   Killed Ulfast, Son of Ulfang
    394252    850'   20   Reached level 20
    449620     50'   20   Killed Smeagol
    483415    500'   21   Reached level 21
    494572    850'   21   Killed Mughash the Kobold Lord
    544823    850'   22   Reached level 22
    609961    850'   23   Reached level 23
    631183    900'   23   Killed Ufthak of Cirith Ungol
    631205    900'   23   Found The Phial of Galadriel
    664267    800'   24   Reached level 24
    703768    850'   24   Killed Lagduf, the Snaga
    714411    900'   24   Killed Nar, the Dwarf
    775203    800'   25   Reached level 25
    775593    800'   25   Killed Boldor, King of the Yeeks
    789432    850'   25   Found The Spear of Orome
    837142   1050'   25   Killed Shagrat, the Orc Captain
    873921   1050'   26   Reached level 26
    902662   1200'   26   Killed Sangahyando of Umbar
    912688   1200'   26   Killed Golfimbul, the Hill Orc Chief
    918875   1200'   26   Killed Gorbag, the Orc Captain
    927313   1200'   26   Killed Azog, King of the Uruk-Hai
    959983   1300'   27   Reached level 27
    967120   1300'   27   Found The Set of Gauntlets 'Paurnen' (LOST)
   1025670   1550'   27   Found The Chain Mail of Arvedui
   1030980   1500'   27   Found The Set of Gauntlets 'Pauraegen' (LOST)
   1047683   1550'   28   Reached level 28
   1078478   1500'   28   Killed Lokkak, the Ogre Chieftain
   1083331   1550'   28   Killed Grishnakh, the Hill Orc
   1084353   1550'   29   Reached level 29
   1084532   1550'   29   Killed Beorn, the Shape-Changer
   1127082   1500'   29   Killed Angamaite of Umbar
   1132528   1500'   29   Found The Metal Cap of Thengel
   1142658   1550'   30   Reached level 30
   1185984   1600'   30   Killed Bill the Stone Troll
   1195206   1650'   31   Reached level 31
   1203661   1600'   31   Killed Ugluk, the Uruk
   1235748   1650'   31   Found The Morning Star 'Firestar' (LOST)
   1250797   1750'   31   Found The Leather Scale Mail 'Thalkettoth'
   1275453   1800'   32   Reached level 32
   1285594   1850'   32   Killed Ulwarth, Son of Ulfang
   1292746   1850'   32   Found The Dagger 'Narthanc' (LOST)
   1305321   1800'   32   Found The Metal Brigandine Armour of the Rohirrim
   1309389   1800'   32   Found The Set of Gauntlets 'Paurhach'
   1323389   1850'   32   Found The Leather Shield of Celegorm
   1324987   1850'   33   Reached level 33
   1334873   1850'   33   Found The Dagger 'Nimthanc'
   1340973   1900'   33   Found The Star of Elendil


  [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        : no  (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)
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Old April 14, 2010, 13:29   #2
buzzkill
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It way early to start thinking in terms of winning. There's still a 1001 ways to die, and a lot of nasty uniques waiting for you. You're feeling invincible because you're moving so slowly down through the dungeon. You can't TO an enemy in a wall, though I believe he can still do nasty stuff to you.
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Old April 14, 2010, 15:16   #3
Matthias
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I would equip the const+4 ring (instead of delving) and Rohirrim. You have more than enough speed and confusion is much more important than shards. Sound is also very nice to have once you get into plasma breather territory. You should also put some of those healing potions into your inventory for emergencies. 17 rods of treasure detection sounds like overkill Other than that, with a ring of resist poison you are looking very good
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Old April 14, 2010, 15:41   #4
Derakon
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Resistances should be the next thing you focus on plugging. Blindness and confusion are a must, poison is important, and the rest are nice-to-haves, but you'll want more and more of them as you descend. You're also going to want more hitpoints; 18/103 CON isn't that much. The more HP you have, the harder it is to kill you, full stop.
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Old April 14, 2010, 17:33   #5
Sirridan
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Beware of poison breathers (Basilisk, Drolem, Ancient Green Dragons), and get any kind of poison resist you can find, even a ring of rPoison does well for a while. Although if you find haradrim, Don't use it until you're higher level with more hp, aggravate will still be too much for you. But for god's sake, if you find it keep it, that is if the version you have is the one with haradrim having +1 blows/shots.

But yeah, you have more than enough speed, so drop the delving for the con (and later rPoison) And once you get rPoison, go down a little bit more to get some dungeon books and better loot. Be on the look out for resists & scabs, and Tenser's and Mordenkainens. The rest are really kind of meh.

One last thing, after getting rPoison, going down is the best answer, however don' go down deeper than you feel comfortable with. There's no shame in saving and looking up spoilers on a monster you find that you have no idea about.
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Old April 14, 2010, 17:56   #6
Nemesis
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Quote:
Originally Posted by buzzkill View Post
It way early to start thinking in terms of winning. There's still a 1001 ways to die, and a lot of nasty uniques waiting for you. You're feeling invincible because you're moving so slowly down through the dungeon.
Heh, I remember a thread title (on this forum I think, at least it was an Angband internet discussion) that went something like "Too easy, too easy, too easy, BANG!". Maybe I'm about to enter that dangerous mindset?

Anyway, I just found a ring of poison resistance at dlvl40. I guess I'll have to part with my ring of delving before venturing further. We shared many great memories together.

Maybe a macro'ed stone to mud spell could replace the ring of delving? Of course, I'd run out of mana when digging longer tunnels, but then again I'd dig faster when not out of mana, so that ought to even out the time I have to spend resting.

Is resistance to blindness really necessary when you have a good saving throw, both resistance to light and darkness, ESP detection and high speed? I mean, to suffer greatly from blindness, woulden't all of these stars have to align:

*Someone has to cast a spell burning my eyes
*I'd have to fail to resist it
*That someone then has to kill me before I quaff a potion and escape (with my speed, I could perhaps do both these things before the monster gets another turn)
*Also, I'd have to run into that dangerous foe in first place, as I can escape lots of dangers by just detecting and avoiding them before they engage me
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Old April 14, 2010, 18:05   #7
PowerDiver
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Quote:
Originally Posted by Nemesis View Post
Even though I've never seen the deeper parts of the dungeon I really believe I can win with this High-Elf Ranger if I just take it nice and slowly, but what should my next move be?
IMO the game doesn't really start until DL 40. What you've been doing so far is just warming up. To use a poor sports analogy, it is like moving from the regular season to the playoffs in the NBA [basketball in USA]. But the change is much bigger than that.

The recommendations for a con ring are good, but I wonder if you would be better off with bodykeeping, or strength if you cannot find bodykeeping. STR drainers are going to start showing up in sufficient quantities that you will be hard-pressed to avoid them all, particularly huge packs of dreads.
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Old April 14, 2010, 19:03   #8
Derakon
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There's other ways to get blinded than the spell and light/dark attacks. In particular, the following enemies have blinding melee attacks: Bloodshot eye, King cobra, Catoblepas, Shimmering vortex, 7-headed hydra, Harowen the Black Hand, Gabriel, the Messenger, The Cat Lord, Giant brown tick, Chest mimic, and Giant firefly. You can also be blinded by the aftereffects of a Destruction spell, by ingesting blinding food/drink, and probably by a few other ways.

And of course, even with a perfect saving throw you always have a 5% chance to fail, IIRC. So no, you aren't perfectly safe.
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Old April 14, 2010, 22:36   #9
fph
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Quote:
Originally Posted by Derakon View Post
And of course, even with a perfect saving throw you always have a 5% chance to fail, IIRC. So no, you aren't perfectly safe.
I thought "perfect saving throw" meant 0% fail. Is this the same also for paralysis? Just to be sure if I can forget about wearing FA or not --- it would be disappointing to find out the hard way.
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Old April 14, 2010, 22:43   #10
Tiburon Silverflame
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Diver's right. The game's got a few phases:

--The warm-ups: through about DL 20. Almost no hard monsters; even the uniques are pretty much 1-trick ponies. There are almost no attacks against high resists (ie, poison *breath*)...or, the critter(s) that have them are weak.

--Pumping Iron: DL 20 to about DL 35-40. Starting around DL 20, the gear is getting MUCH better, and of course, starting on 25 you're boosting stats. The monsters are getting more complex and/or a good bit tougher. Critters with specials are getting a heckuva lot tougher, and may have multiples.

--It Did WHAT?: DL 40 to about DL 55-60. Uniques have multiple aspects to them. BIG attacks start hitting (drolems, ancient dragons, etc).

--Oh Please, Oh Please Get Me Through This One: 60 to 98. Uniques now have *most* of the nasty characteristics...high hit points, multiple defenses, high speed, AND special attacks or summonings (or both sometimes).
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