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The Angband Ladder: Killybuggy, Green-Elf Ranger by Sideways

  [FAangband 2.0.1 Character Dump]

 Name   Killybuggy   Age             60          Self  RB  CB  EB   Best
 Race   Green-Elf    Height        7'9"   STR! 18/100  -1  +0  +5 18/140
 Class  Ranger       Weight    11st 8lb   INT:  18/25  -1  +0  +4  18/55
 Title  Ranger       Turns used:          WIS:  18/82  +2  +2  +2 18/142
 HP     -129/620     Game        297828   DEX:  18/93  +2  +1  +3 18/153
 SP     167/259      Standard     43484   CON:  18/54  -1  -1  +8 18/114
 Gold   221718       Resting        388

 Level                 45    Armor      [56,+91]    Saving Throw     91%
 Cur Exp          2819608    Melee    1d15,+132%    Stealth       Superb
 Max Exp          2819608    To-hit       79,+37    Disarm - phys.  100%
 Adv Exp          2900000    Blows      4.7/turn    Disarm - magic   62%
 Burden          213.7 lb    Shoot to-dam    +14    Magic Devices     76
 Overweight       33.8 lb    To-hit      100,+37    Searching        89%
 Max Depth    4250' (L85)    Shots      2.1/turn    Infravision    20 ft
                                                    Speed      12 (2.2x)

 Recall pts: Tol-In-Gaurhoth 70, Nargothrond 55, Ephel Brandir Town,
             Angband

 You are of the Nandor.  You are one of several children of a Ranger.
 You have light grey eyes, straight black hair, and a fair complexion.
Resistances              Abilities
 Acid:....+.+.+....  75% pFear:...+.......+.
 Elec:.+..+...+....  82% pBlnd:.........+...
 Fire:+++...+.+..+.  97% pConf:.............
 Cold:++......+....  80% pStun:.............
 Pois:......++....+  77% HLife:.............
Light:...........+.  50% Regen:.+...........
 Dark:......+......  35%   ESP:.........+...
Sound:......+......  50% S.Inv:....+........
Shard:..+........+.  78% FrAct:..........+..
Nexus:.............   0% Feath:..+..........
Nethr:........+....  53% S.Dig:+............
Chaos:.............   0% TrpIm:.............
Disen:......+......  55% Darkn:.............

Modifiers                Hindrances
Stea.:.......22.... 4    ImpHP:.............
Sear.:............. 0    ImpSP:.............
Infra:............2 2     Fear:.............
Tunn.:............. 0    Aggrv:.............
Speed:...1..31...9* 24   NoTel:.............
Blows:............. 0    DrExp:.............
Shots:............. 0    Stick:.............
Might:.2........... 2    Fragl:.............
Light:.....4....... 4
D.Red:............. 0
MMast:............. 0
Moves:............. 0


  [Last Messages]

> You miss Smaug the Golden.
> You freeze Smaug the Golden. It was a great hit!
> You miss Smaug the Golden.
> Extra Attack!
> You miss Smaug the Golden.
> Smaug the Golden claws you.
> Smaug the Golden misses you.
> Smaug the Golden bites you.
> You are enveloped in flames!
> Smaug the Golden misses you.
> You miss Smaug the Golden.
> The winged dragon of balance breathes chaos.
> You die.
> Smaug the Golden grunts with pain.
> Smaug the Golden is unaffected!

Killed by a winged dragon of balance.

  [Character Equipment]

a) the Pike 'Til-i-arc' (1d15) (+11,+13) [6,+10] <+2> {In;FiCo|FCo/DTP}
     Dropped by a rogue in Nargothrond 53
     
     +2 intelligence.
     Slays demons, giants, trolls.
     Branded with cold, fire.
     Provides resistance to Fire (50%), Cold (50%).
     Cannot be harmed by Acid, Fire.
     Sustains intelligence.
     Slows your metabolism.  needing two-handed wielding.  
     
     Combat info:
     4.7 blows/round.
     With +8 STR and +0 DEX you would get 5.0 blows
     With +0 STR and +3 DEX you would get 5.0 blows
     Average damage/round: 410.7 vs demons, giants, and trolls, 348.5
     vs creatures not resistant to cold and creatures not resistant to
     fire, and 204.9 vs. others.
     
     
     Pole-mounted weapons are often cumbersome and may require two
     hands to wield, but some offer both a high degree of protection
     and powerful attacks.
b) the Short Bow of Amrod (x4) (+11,+14) <+2> {StCn;ElFiCo;Rg}
     Found lying on the floor in Nargothrond 37
     
     +2 strength.
     +2 constitution.
     +2 shooting power.
     Provides resistance to Lightning (35%), Fire (35%), Cold (35%).
     Cannot be harmed by Acid, Fire.
     Speeds regeneration.  
     
     
     Missile launchers allow you to inflict damage from a distance
     without using magic.
c) a Ring of Physical Prowess <+1, +2> {DxCn;FiSh}
     Found lying on the floor in a vault in Tol-In-Gaurhoth 70
     
     +1 dexterity.
     +2 constitution.
     Provides resistance to Fire (50%), Shards (55%).
     Sustains dexterity, constitution.
     Feather Falling.  
     
     
     You may wear a ring upon each of your two ring fingers, and
     benefit or suffer from the magics it contains.
d) a Ring of Combat (+0,+12) <+1> {SpSt;Fe}
     Found lying on the floor of a special room in Nargothrond 47
     
     +1 strength.
     +1 speed.
     Provides protection from fear.
     
     
     You may wear a ring upon each of your two ring fingers, and
     benefit or suffer from the magics it contains.
e) an Amulet of Insight {AcEl;Si}
     Found lying on the floor in Nargothrond 31
     
     Provides resistance to Acid (34%), Lightning (55%).
     Grants the ability to see invisible things.  
     
     
     Amulets slip around your neck, and almost all have magics wondrous
     or perilous bound inside.
f) the Lamp of Gwindor <+4>
     Dropped by Uldor the Accursed in Arena Town
     
     +4 light.
     Cannot be harmed by Fire.
     Intensity 4 light.
     
     When activated, it illuminates the surrounding area, dealing 2d15
     damage to light-sensitive monsters.
     Takes 35 to 64 turns to recharge at your current speed.
     Your chance of success is 96.7%
     
     
     An adventurer who cannot see is dog food.  The further away your
     illumination ends, the greater your chance to ready yourself for
     desperate combat.
g) the Metal Scale Mail Glossa (-1) [38,+15] <+3> {Sp;AcFiPoDkSoDi}
     Dropped by a ghoul in Nargothrond 53
     
     +3 speed.
     Provides resistance to Acid (40%), Fire (45%), Poison (35%), Dark
     (35%), Sound (50%), Disenchantment (55%).
     Cannot be harmed by Acid.
     
     
     Some kind of body protection will become a necessity as you face
     ever more dangerous opponents; rare items of this type may hold
     many and varied protective magics.
h) an Elven Cloak of Aman [6,+14] <+2, +1> {SpSl;Po}
     Found lying on the floor in a vault in Angband 65
     
     +2 stealth.
     +1 speed.
     Provides resistance to Poison (40%).
     Cannot be harmed by Acid, Fire.
     
     
     Experienced adventurers wrap a cloak around their body.  Some rare
     items of this type may allow you to slip silently around less
     alert enemies.
i) a Small Metal Shield of Elvenkind [5,+13] <+2> {AcElFiCoNt}
     Found lying on the floor in a vault in Tol-In-Gaurhoth 70
     
     +2 stealth.
     Provides resistance to Acid (35%), Lightning (35%), Fire (35%),
     Cold (35%), Nether (53%).
     Cannot be harmed by Acid.
     
     
     Shields can be worn on your arm, or on your back if you need both
     hands to use your weapon.  So protective can a shield be that it
     can reduce damage as much or more than body armour, and you can
     perhaps deflect physical missiles (even shards) or take advantage
     of opportunities to bash your foe if you have one on your arm.
j) the Hard Leather Cap of Mablung [2,+11] <+2> {InWi;Bl~Tele}
     Dropped by Orcogar, son of Orcobal in Nargothrond 35
     
     
     It was borne by Mablung, chief hunter of King Thingol.
     +2 intelligence.
     +2 wisdom.
     Provides protection from blindness.
     Cannot be harmed by Acid.
     Grants telepathy.  
     
     
     Many a blow will be struck upon your head, and protection here
     will certainly be helpful.  Some rare items may protect and
     enhance your mind.
k) the Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+12] <+2>
     Dropped by Ulwarth, Son of Ulfang in Amon Rûdh 28
     
     +2 strength.
     +2 constitution.
     Cannot be harmed by Acid, Fire.
     Prevents paralysis.  
     
     
     Your hands would benefit from protection too.
l) the Pair of Leather Sandals Pandion [1,+12] <+9> {Sp;FiLiShFe}
     Dropped by Errata the Mage in Arena Town
     
     +9 speed.
     Provides resistance to Fire (35%), Light (50%), Shards (50%).
     Provides protection from fear.
     Cannot be harmed by Acid, Fire.
     
     When activated, it hastes you for 20+d20 turns.
     Your chance of success is 96.7%
     
     
     Footwear protects the feet only, but some rare items of this type
     have magics to render them fleet, light, or steady.




  [Character Inventory]

a) a Book of Nature Magics [Lesser Charms] {@m1@b1}
     
     You can read this book.
     
     
     A runed volume with earthly and natural magics inscribed in brown
     and rich greens.
b) 2 Books of Nature Magics [Nature Craft] {@m2@b2}
     Cannot be harmed by Fire.
     
     You can read this book.
     
     
     A runed volume with earthly and natural magics inscribed in brown
     and rich greens.
c) 13 Potions of Cure Critical Wounds
     
     Healers, alchemists, and sages create potions in vast quantities,
     and store them in small flasks of clear glass or gleaming crystal.
      Once quaffed, a potion is guaranteed to work, but not every
     strange liquid was mixed for your benefit...
d) 10 Potions of Healing {!kq}
     
     Healers, alchemists, and sages create potions in vast quantities,
     and store them in small flasks of clear glass or gleaming crystal.
      Once quaffed, a potion is guaranteed to work, but not every
     strange liquid was mixed for your benefit...
e) 3 Potions of Restore Mana
     
     Healers, alchemists, and sages create potions in vast quantities,
     and store them in small flasks of clear glass or gleaming crystal.
      Once quaffed, a potion is guaranteed to work, but not every
     strange liquid was mixed for your benefit...
f) 26 Potions of Berserk Strength
     
     Healers, alchemists, and sages create potions in vast quantities,
     and store them in small flasks of clear glass or gleaming crystal.
      Once quaffed, a potion is guaranteed to work, but not every
     strange liquid was mixed for your benefit...
g) 20 Scrolls of Phase Door
     
     One will often find sheets of parchment with magic spells.  They
     are easy to read, and are a warrior or paladin's best chance at
     making use of magic.
h) 10 Scrolls of Teleportation
     
     One will often find sheets of parchment with magic spells.  They
     are easy to read, and are a warrior or paladin's best chance at
     making use of magic.
i) 8 Scrolls of Identify Rune
     
     One will often find sheets of parchment with magic spells.  They
     are easy to read, and are a warrior or paladin's best chance at
     making use of magic.
j) 7 Scrolls of Word of Recall
     
     One will often find sheets of parchment with magic spells.  They
     are easy to read, and are a warrior or paladin's best chance at
     making use of magic.
k) 9 Rods of Treasure Location (1 charging) {@z1}
     
     The magics stored in rods never run out, given enough time between
     uses to recover.  Rods can do a lot of damage, but they affect
     only small areas.  Bolt spells in rods seldom or never beam.
l) 5 Rods of Detection
     Cannot be harmed by Lightning.
     
     
     The magics stored in rods never run out, given enough time between
     uses to recover.  Rods can do a lot of damage, but they affect
     only small areas.  Bolt spells in rods seldom or never beam.
m) 8 Rods of Fire Bolts
     
     The magics stored in rods never run out, given enough time between
     uses to recover.  Rods can do a lot of damage, but they affect
     only small areas.  Bolt spells in rods seldom or never beam.
n) 2 Rods of Cold Balls
     
     The magics stored in rods never run out, given enough time between
     uses to recover.  Rods can do a lot of damage, but they affect
     only small areas.  Bolt spells in rods seldom or never beam.
o) 2 Rods of Teleport Other (1 charging)
     
     The magics stored in rods never run out, given enough time between
     uses to recover.  Rods can do a lot of damage, but they affect
     only small areas.  Bolt spells in rods seldom or never beam.
p) 7 Wands of Teleport Other (23 charges)
     
     Wands hold a variety of spells, useful both in combat and for
     exploration.  Bolt spells in wands often beam, and ball spells
     affect large areas.  Once its charges are exhausted, a wand is
     useless until recharged.
q) 4 Staves of Teleportation (22 charges)
     
     Staffs are heavy, and take up plenty of space in your backpack,
     but can hold a lot of sometimes powerful spells that affect large
     areas.  Staffs recharge easily and well.
r) a Ring of Basic Resistance <+1> {Sp;FiPoLi}
     Found lying on the floor in Angband 76
     
     +1 infravision.
     +1 speed.
     Provides resistance to Fire (60%), Poison (40%), Light (40%).
     
     
     You may wear a ring upon each of your two ring fingers, and
     benefit or suffer from the magics it contains.
s) an Amulet of Mental Strength <+2, +6>
{St;InWiDx;AcPoLiSoShDiFe;-ElCoDk(StInWiD
     Dropped by a gold dragon in Angband 80
     
     +2 strength.
     +6 intelligence.
     +6 wisdom.
     +6 dexterity.
     Provides resistance to Acid (35%), Poison (45%), Light (45%),
     Sound (45%), Shards (55%), Disenchantment (45%).
     Makes you vulnerable to Lightning (20%), Cold (35%), Dark (45%).
     Provides protection from fear.
     Sustains strength, intelligence, wisdom, dexterity, constitution.
     Feather Falling.  Speeds regeneration.  Grants the ability to see
     invisible things.  Prevents paralysis.  
     
     
     Amulets slip around your neck, and almost all have magics wondrous
     or perilous bound inside.
t) a Cloak of the Magi [1,+10] <+2> {InSlMd;Cf}
     Bought from a store
     
     +2 intelligence.
     +2 stealth.
     +2 magic mastery.
     Provides protection from confusion.
     Cannot be harmed by Acid.
     Sustains intelligence.
     
     
     Experienced adventurers wrap a cloak around their body.  Some rare
     items of this type may allow you to slip silently around less
     alert enemies.
u) a Scythe of Slicing (Holy Avenger) (8d4) (+15,+13) [+3] <+3> {Wi;Fe;Si/*}
     Dropped by Errata the Mage in Arena Town
     
     +3 wisdom.
     Slays undead, demons, evil creatures.
     Provides protection from fear.
     Sustains intelligence.
     Grants the ability to see invisible things.  blessing by the valar
     (combat bonuses for holy casters).  preferring two-handed
     wielding.  
     
     Combat info:
     4.3 blows/round.
     With +3 STR and +0 DEX you would get 4.5 blows
     With +0 STR and +3 DEX you would get 4.7 blows
     Average damage/round: 471.2 vs undead and demons, 353.1 vs evil
     creatures, and 235 vs. others.
     
     
     Pole-mounted weapons are often cumbersome and may require two
     hands to wield, but some offer both a high degree of protection
     and powerful attacks.




  [Character Quiver]

0) 8 Arrows of Acid (2d4) (+10,+8)
     Branded with acid.
     Cannot be harmed by Acid.
     
     Combat info:
     When fired, hits targets up to 100 feet away.
     Average damage/round: 245.9 vs creatures not resistant to acid and
     144.5 vs. others.
     35% chance of breaking upon contact.
     
     
     Bow ammo.
1) an Arrow of Frost (2d4) (+11,+8)
     Branded with cold.
     
     Combat info:
     When fired, hits targets up to 100 feet away.
     Average damage/round: 245.9 vs creatures not resistant to cold and
     144.5 vs. others.
     35% chance of breaking upon contact.
     
     
     Bow ammo.
2) 8 Seeker Arrows (3d4) (+5,+8)
     Combat info:
     When fired, hits targets up to 100 feet away.
     Average damage/round: 197.3.
     35% chance of breaking upon contact.
     
     
     Bow ammo.
3) 13 Seeker Arrows of Frost (3d4) (+17,+10)
     Branded with cold.
     
     Combat info:
     When fired, hits targets up to 100 feet away.
     Average damage/round: 344.4 vs creatures not resistant to cold and
     202.3 vs. others.
     35% chance of breaking upon contact.
     
     
     Bow ammo.
4) 36 Mithril Arrows of Flame (3d3) (+7,+8)
     Branded with fire.
     Cannot be harmed by Acid, Fire.
     
     Combat info:
     When fired, hits targets up to 100 feet away.
     Average damage/round: 268.7 vs creatures not resistant to fire and
     157.8 vs. others.
     35% chance of breaking upon contact.
     
     
     Bow ammo.


  [Home Inventory]

a) a Mushroom of Vigor
     
     Deep in the murky dungeons strange mushrooms grow, and monsters
     rout about sealed packets of food that their owners will never
     need again.
b) 15 Potions of Healing {!kq}
     
     Healers, alchemists, and sages create potions in vast quantities,
     and store them in small flasks of clear glass or gleaming crystal.
      Once quaffed, a potion is guaranteed to work, but not every
     strange liquid was mixed for your benefit...
c) 8 Potions of *Healing*
     It can be thrown at creatures with damaging effect.
     
     
     Healers, alchemists, and sages create potions in vast quantities,
     and store them in small flasks of clear glass or gleaming crystal.
      Once quaffed, a potion is guaranteed to work, but not every
     strange liquid was mixed for your benefit...
d) 15 Potions of Restore Mana
     
     Healers, alchemists, and sages create potions in vast quantities,
     and store them in small flasks of clear glass or gleaming crystal.
      Once quaffed, a potion is guaranteed to work, but not every
     strange liquid was mixed for your benefit...
e) 6 Potions of Restore Life Levels
     
     Healers, alchemists, and sages create potions in vast quantities,
     and store them in small flasks of clear glass or gleaming crystal.
      Once quaffed, a potion is guaranteed to work, but not every
     strange liquid was mixed for your benefit...
f) 6 Potions of Enlightenment
     
     Healers, alchemists, and sages create potions in vast quantities,
     and store them in small flasks of clear glass or gleaming crystal.
      Once quaffed, a potion is guaranteed to work, but not every
     strange liquid was mixed for your benefit...
g) 15 Scrolls of Teleportation
     
     One will often find sheets of parchment with magic spells.  They
     are easy to read, and are a warrior or paladin's best chance at
     making use of magic.
h) 3 Scrolls of Banishment
     
     One will often find sheets of parchment with magic spells.  They
     are easy to read, and are a warrior or paladin's best chance at
     making use of magic.
i) 20 Scrolls of Recharging
     
     One will often find sheets of parchment with magic spells.  They
     are easy to read, and are a warrior or paladin's best chance at
     making use of magic.
j) 3 Scrolls of *Destruction*
     
     One will often find sheets of parchment with magic spells.  They
     are easy to read, and are a warrior or paladin's best chance at
     making use of magic.
k) 8 Wands of Drain Life (38 charges)
     
     Wands hold a variety of spells, useful both in combat and for
     exploration.  Bolt spells in wands often beam, and ball spells
     affect large areas.  Once its charges are exhausted, a wand is
     useless until recharged.
l) a Wand of Annihilation (1 charge)
     Cannot be harmed by Lightning.
     
     
     Wands hold a variety of spells, useful both in combat and for
     exploration.  Bolt spells in wands often beam, and ball spells
     affect large areas.  Once its charges are exhausted, a wand is
     useless until recharged.
m) 4 Staves of *Destruction* (10 charges)
     
     Staffs are heavy, and take up plenty of space in your backpack,
     but can hold a lot of sometimes powerful spells that affect large
     areas.  Staffs recharge easily and well.
n) 13 Staves of Teleportation (76 charges)
     
     Staffs are heavy, and take up plenty of space in your backpack,
     but can hold a lot of sometimes powerful spells that affect large
     areas.  Staffs recharge easily and well.
o) a Ring of Utility <+3, +1> {Cn;Co}
     Dropped by a green worm in Arena Town
     
     +3 constitution.
     +1 light.
     Provides resistance to Cold (34%).
     Feather Falling.  Speeds regeneration.  
     
     
     You may wear a ring upon each of your two ring fingers, and
     benefit or suffer from the magics it contains.
p) an Amulet of the Shadows <+3> {Sl;FiCoDk;-Li;Si}
     Bought from a store
     
     +3 stealth.
     +3 infravision.
     Provides resistance to Fire (35%), Cold (34%), Dark (35%).
     Makes you vulnerable to Light (5%).
     Grants the ability to see invisible things.  Allows you to see in
     the dark.  
     
     
     Amulets slip around your neck, and almost all have magics wondrous
     or perilous bound inside.
q) an Amulet of Trickery <+3, +2, +4> {SpDxSl;FiPoLiNx}
     Dropped by a legendary hobbit rogue in Angband 75
     
     +3 dexterity.
     +2 stealth.
     +4 searching skill.
     +2 speed.
     Provides resistance to Fire (34%), Poison (45%), Light (40%),
     Nexus (45%).
     Sustains dexterity.
     
     
     Amulets slip around your neck, and almost all have magics wondrous
     or perilous bound inside.
r) the Hard Leather Armour of Himring [16,+15] {PoNtCa}
     Dropped by an illusionist in Angband 74
     
     Provides resistance to Poison (45%), Nether (45%), Chaos (45%).
     Cannot be harmed by Acid, Fire.
     
     When activated, it grants you protection from evil for 1d25 plus 3
     times your character level turns.
     Takes 643 to 1280 turns to recharge at your current speed.
     Your chance of success is 95.7%
     
     
     Some kind of body protection will become a necessity as you face
     ever more dangerous opponents; rare items of this type may hold
     many and varied protective magics.
s) a Small Metal Shield of Elvenkind [5,+9] <+3> {AcElFiCoSoSh}
     Dropped by a red worm in Anfauglith 56
     
     +3 stealth.
     Provides resistance to Acid (35%), Lightning (35%), Fire (35%),
     Cold (35%), Sound (40%), Shards (40%).
     Cannot be harmed by Acid.
     
     
     Shields can be worn on your arm, or on your back if you need both
     hands to use your weapon.  So protective can a shield be that it
     can reduce damage as much or more than body armour, and you can
     perhaps deflect physical missiles (even shards) or take advantage
     of opportunities to bash your foe if you have one on your arm.
t) the Steel Helm of Ecthelion [6,+20] <+3> {StDxCn;AcNx}
     Dropped by The Phantom of Eilinel in Arena Town
     
     +3 strength.
     +3 dexterity.
     +3 constitution.
     Provides resistance to Acid (40%), Nexus (40%).
     Cannot be harmed by Acid.
     
     
     Many a blow will be struck upon your head, and protection here
     will certainly be helpful.  Some rare items may protect and
     enhance your mind.
u) the Pair of Iron Shod Boots Irien [4,+12] <+2, +8> {SpInWi;AcDkSoSh;-Ca}
     Dropped by Scatha the Worm in Angband 70
     
     +2 intelligence.
     +2 wisdom.
     +8 speed.
     Provides resistance to Acid (40%), Dark (55%), Sound (40%), Shards
     (55%).
     Makes you vulnerable to Chaos (30%).
     Cannot be harmed by Acid, Fire.
     
     When activated, it hastes you for 20+d20 turns.
     Your chance of success is 96.7%
     
     
     Footwear protects the feet only, but some rare items of this type
     have magics to render them fleet, light, or steady.
v) the Trident 'Stenador' (2d10) (+13,+12) [4,+0] <+4, +3> {St;AcCoSh;Si}
     Dropped by a black wraith in Tol-In-Gaurhoth 67
     
     +4 strength.
     +3 tunneling.
     Slays undead, orcs, animals.
     Provides resistance to Acid (45%), Cold (40%), Shards (40%).
     Cannot be harmed by Acid, Fire.
     Grants the ability to see invisible things.  Sometimes creates
     earthquakes on impact.  
     
     When activated, it makes an earthquake (radius 10).
     Your chance of success is 96.7%
     
     Combat info:
     5.0 blows/round.
     Average damage/round: 438.5 vs undead and orcs, 373.1 vs animals,
     and 219.5 vs. others.
     
     
     Pole-mounted weapons are often cumbersome and may require two
     hands to wield, but some offer both a high degree of protection
     and powerful attacks.
w) the Halberd 'Osondir' (3d8) (+9,+12) <+3> {StWi;FiSo;Si}
     Dropped by Eöl, the Dark Elven Smith in Tol-In-Gaurhoth 52
     
     +3 strength.
     +3 wisdom.
     Slays undead, giants.
     Branded with fire.
     Provides resistance to Fire (50%), Sound (40%).
     Cannot be harmed by Acid, Fire.
     Feather Falling.  Grants the ability to see invisible things. 
     needing two-handed wielding.  
     
     Combat info:
     4.7 blows/round.
     With +0 STR and +3 DEX you would get 5.0 blows
     Average damage/round: 438.9 vs undead and giants, 372.8 vs
     creatures not resistant to fire, and 219.2 vs. others.
     
     
     Pole-mounted weapons are often cumbersome and may require two
     hands to wield, but some offer both a high degree of protection
     and powerful attacks.
x) a Long Bow of Ossiriand (x5) (+14,+20) <+3, +2>
     Found lying on the floor in a vault in Angband 71
     
     +3 dexterity.
     +2 stealth.
     +2 shooting power.
     Cannot be harmed by Acid, Fire.
     Sustains your life force.  
     
     
     Missile launchers allow you to inflict damage from a distance
     without using magic.


[Player history]
      Turn   Depth  Note
         0      0'  Began the quest to destroy Morgoth.
         0      0'  Gained the Athletics specialty.
       270    500'  Reached level 3
       270    500'  Reached level 4
       290    500'  Reached level 5
       290    500'  Reached level 6
       304    500'  Reached level 7
       304    500'  Reached level 8
       421      0'  Moved house to Belegost.
       674    550'  Killed Orfax, Son of Boldor
       674    550'  Reached level 9
       700    550'  Reached level 10
       975    550'  Reached level 11
      1551    550'  Killed Mughâsh the Kobold Lord
      1551    550'  Reached level 12
      1841    650'  Reached level 13
      2132    650'  Reached level 14
      2559    650'  Reached level 15
      2914    650'  Reached level 16
      3489    650'  Reached level 17
      4057    800'  Killed Lug, the hill orc
      4317    800'  Reached level 18
      4525    800'  Reached level 19
      4830      0'  Killed The Complainer
      5021    900'  Reached level 20
      5288   1000'  Killed Othrod, Lord of the orcs
      5288   1000'  Reached level 21
      6160   1100'  Reached level 22
      6771   1200'  Reached level 23
      7540   1400'  Reached level 24
      7678      0'  Reached level 24
      8241   1500'  Reached level 25
      8306   1500'  Reached level 24
      8374   1500'  Killed Ulfast, son of Ulfang
      8375   1500'  Found the Pair of Leather Sandals Golad
      8493      0'  Reached level 24
      8493      0'  Reached level 25
      8793   1400'  Killed Ulwarth, Son of Ulfang
      8796   1400'  Found the Set of Leather Gloves 'Cambeleg'
     10602   1650'  Reached level 26
     11823   1750'  Reached level 27
     12057   1750'  Killed Orcogar, son of Orcobal
     12058   1750'  Found the Hard Leather Cap of Mablung
     12853   1750'  Reached level 28
     14477   1850'  Reached level 29
     15991   1850'  Found the Short Bow of Amrod
     16290   1850'  Reached level 30
     17663   1400'  Reached level 31
     17680   1400'  Killed Uldor the Accursed
     17680   1400'  Found the Lamp of Gwindor
     17798   1400'  Killed Pongo the Devious
     18299   1500'  Killed Orcobal the Mighty
     18314   1500'  Found the Metal Cap 'Holhenneth' (LOST)
     18988      0'  Found the Set of Leather Gloves Luinast (LOST)
     19164   1500'  Killed Mîm, Betrayer of Turin
     19165   1500'  Gained the Marksman specialty.
     19270   1500'  Killed Khîm, Son of Mîm
     19369   1500'  Killed Ibun, Son of Mîm
     19763   1950'  Reached level 32
     20195   2050'  Reached level 33
     20300   2050'  Killed Kavlax the Many-Headed
     20300   2050'  Found the Soft Leather Armour 'Hithlomir' (LOST)
     20303   2050'  Found the Wand 'Ilkorin' (LOST)
     21161   2150'  Killed Killybuggy, the Vampire
     21804   2150'  Killed Killybuggy, the Vampire
     22162   2150'  Reached level 34
     22942   2250'  Killed Vargo, Tyrant of Fire
     23092   2250'  Killed Quaker, Master of Earth
     23417   2350'  Reached level 35
     24157   2350'  Found the Set of Gauntlets 'Pauraegen' (LOST)
     24237   2350'  Found the Flail 'Totila' (LOST)
     25042   2450'  Killed The Phantom of Eilinel
     25050   2450'  Found the Steel Helm of Ecthelion
     25748   2550'  Reached level 36
     26712   2650'  Found the Metal Scale Mail Glossa
     27185   2650'  Reached level 37
     27338   2650'  Found the Pike 'Til-i-arc'
     27539   2650'  Found the Pair of Leather Sandals Golad (LOST)
     28818   2750'  Killed Glaurung, Father of the Dragons
     28818   2750'  Reached level 38
     28905   2750'  Gained the Fast Attacking specialty.
     30588   2600'  Killed The Queen Ant
     30593   2600'  Found the Staff of the Kelvar (LOST)
     30919   2600'  Reached level 39
     30948   2600'  Killed Lokkak, the Ogre Chieftain
     31196      0'  Reached level 39
     31477   2600'  Reached level 39
     32373   2600'  Found the Broad Sword 'Orcrist' (LOST)
     32408   2600'  Killed Eöl, the Dark Elven Smith
     32422   2600'  Found the Halberd 'Osondir'
     32594   2600'  Killed Itangast the Fire Drake
     32977   3350'  Reached level 40
     33145   3350'  Reached level 40
     33969   3350'  Reached level 41
     34114   3350'  Found the Trident 'Stenador'
     34116   3350'  Reached level 41
     34375   3500'  Killed Lorgan, Chief of the Easterlings
     35034   3500'  Killed Ulfang the Black
     35036   3500'  Found the Glaive Celdain (LOST)
     36644   3000'  Reached level 42
     37240   3250'  Found the Leather Scale Mail 'Thalkettoth' (LOST)
     37277   3250'  Found the Lance 'Joyeuse' (LOST)
     37828   3350'  Killed Shelob, Spider of Darkness
     37828   3350'  Found the Iron Helm of Gorlim (LOST)
     38496   3450'  Reached level 43
     38613   3450'  Reached level 43
     38736   3450'  Reached level 43
     39076   3450'  Found the Set of Gauntlets Amris (LOST)
     39257   3450'  Reached level 44
     39414   3500'  Killed Scatha the Worm
     39414   3500'  Found the Pair of Iron Shod Boots Irien
     39415   3500'  Found the Pair of Leather Sandals Mingossir (LOST)
     39721   3550'  Found the Staff of Winds (LOST)
     39989   3550'  Killed Wiruin, the Maelstrom
     40113   3550'  Killed Qlzqqlzuup, the Emperor Quylthulg
     40149   3550'  Found the Leather Shield of Haleth (LOST)
     40335   3600'  Found the Wand of Beguiling (LOST)
     41444   3700'  Killed The Phoenix
     41459   3700'  Found the Hard Leather Armour of Himring
     41764   3900'  Killed Harowen the Black Hand
     41774   3900'  Found the Pair of Steel Shod Boots 'Indomitable' (LOST)
     41781   3900'  Found the Long Sword Ninion (LOST)
     41880   3950'  Reached level 45
     43440   4250'  Killed Errata the Mage
     43442   4250'  Found the Staff of Holding
     43445   4250'  Found the Pair of Leather Sandals Pandion


  [Options]

  [User interface]

Use the roguelike command keyset             : no  (rogue_like_commands)
Use sound                                    : no  (use_sound)
Show damage player deals to monsters         : no  (show_damage)
Use old target by default                    : no  (use_old_target)
Always pickup items                          : yes (pickup_always)
Always pickup items matching inventory       : yes (pickup_inven)
Show flavors in object descriptions          : no  (show_flavors)
Highlight target with cursor                 : no  (show_target)
Highlight player with cursor between turns   : no  (highlight_player)
Disturb whenever viewable monster moves      : yes (disturb_near)
Show walls as solid blocks                   : no  (solid_walls)
Show walls with shaded background            : no  (hybrid_walls)
Color: Illuminate torchlight in yellow       : no  (view_yellow_light)
Color: Shimmer multi-colored things          : no  (animate_flicker)
Center map continuously                      : no  (center_player)
Color: Show unique monsters in purple        : no  (purple_uniques)
Automatically clear '-more-' prompts         : no  (auto_more)
Color: Player color indicates % hit points   : yes (hp_changes_color)
Allow mouse clicks to move the player        : no  (mouse_movement)
Notify on object recharge                    : no  (notify_recharge)
Show effective speed as multiplier           : no  (effective_speed)

  [Birth]

Generate connected stairs                    : no  (birth_connect_stairs)
Force player descent (currently does nothing): no  (birth_force_descend)
Word of Recall has no effect                 : no  (birth_no_recall)
Restrict creation of artifacts               : no  (birth_no_artifacts)
Stack objects on the floor                   : yes (birth_stacking)
Lose artifacts when leaving level            : no  (birth_lose_arts)
Show level feelings                          : yes (birth_feelings)
Increase gold drops but disable selling      : yes (birth_no_selling)
Start with a kit of useful gear              : yes (birth_start_kit)
Monsters learn from their mistakes           : yes (birth_ai_learn)
Know all runes on birth                      : no  (birth_know_runes)
Know all flavors on birth                    : no  (birth_know_flavors)
Persistent levels (disabled)                 : no  (birth_levels_persist)


Posted on 19.10.2021 02:02
Last updated on 20.10.2021 02:47

Download this dump

5. on the Competition No.238 Ladder (of 15)

Comments

Jump to latest

On 19.10.2021 02:02 Sideways wrote:
These runs keep getting killed by crash bugs.

On 19.10.2021 16:55 Sideways wrote:
Thanks to Nick for uncorrupting the save, continuing offline. Still have some very awkward holes in my kit... but at least speed is decent at +21 hasted now. Cheesed Glaurung with +0,+0 arrows, I keep forgetting Create Arrows is a thing.

On 19.10.2021 18:48 MITZE wrote:
I see you met Uldor in Arena Town and he dropped Gwindor.

On 19.10.2021 22:38 Nick wrote:
Yes, I don't suppose you remember where you killed Uldor, and if there was anything unusual happening?

On 19.10.2021 22:39 Nick wrote:
I guess I'd be able to tell if character history didn't just give meaningless depths...

On 20.10.2021 02:47 Sideways wrote:
Completely needless death caused by total inattention. I did not notice Smaug had summoned until "You die." showed up. (And even then, I had to double-check.)

No idea where I fought Uldor.

On 20.10.2021 07:59 MITZE wrote:
RIP rodent

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