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The Angband Ladder: Boris, High-Elf Ranger by Dragonboneman

  [Angband 3.0.6 Character Dump]

 Name   Boris                                    Self  RB  CB  EB   Best
 Sex    Male              Age       123   STR! 18/100  +1  +2 +17 18/300
 Race   High-Elf          Height     76   INT! 18/100  +3  +2 +10 18/250
 Class  Ranger            Weight    211   WIS! 18/100  -1  +0  +9 18/180
 Title  ***WINNER***      Status     46   DEX! 18/100  +3  +1 +14 18/280
 HP     890/960           Maximize    Y   CON! 18/100  +1  +1 +11 18/230
 SP     70/366            Preserve    Y   CHR! 18/100  +5  +1 +10 18/260

 Level           50       Armor    [51,+185]     Saving Throw  Legendary
 Cur Exp   21577544       Fight    (+58,+52)     Stealth          Superb
 Max Exp   21577544       Melee    (+76,+70)     Fighting      Legendary
 Adv Exp   ********       Shoot    (+75,+19)     Shooting      Legendary
 MaxDepth   5000 ft       Blows       5/turn     Disarming        Superb
 Gold      11658881       Shots       3/turn     Magic Device  Legendary
 Burden   350.8 lbs                              Perception       Superb
 Speed          +25       Infra        60 ft     Searching     Excellent

 You are the only child of a Telerin Archer.  You have light grey eyes,
 wavy silver hair, and a fair complexion.



      abcdefghijkl@       abcdefghijkl@
 Acid:...*..+.*.+.. Blind:...+.+...+...
 Elec:...*......... Confu:......+......
 Fire:*..*+........ Sound:........++...
 Cold:...*..+..+... Shard:.........+...
 Pois:...++........ Nexus:......++.....
 Fear:...++.+.+.... Nethr:...+..+......
 Lite:.........+..+ Chaos:+....++.+....
 Dark:+.....+..+... Disen:+..+.........

      abcdefghijkl@       abcdefghijkl@
S.Dig:............. Stea.:.......+.....
Feath:............. Sear.:.....+...+...
PLite:.........+... Infra:.....+.......
Regen:...+......... Tunn.:+............
Telep:...+.+....... Speed:.++++..+.+.+.
Invis:...+.+...+..+ Blows:.............
FrAct:.+......+++.. Shots:.............
HLife:......+...... Might:.+...........


  [Character Equipment]

a) The Mace of Disruption 'Deathwreaker' (7d8) (+18,+18) (+6)
   It increases your strength by 6.  It increases your tunneling by 6.  It
   slays animals, dragons, and all evil creatures, and is especially
   deadly against undead.  It is branded with fire.  It provides immunity
   to fire.  It provides resistance to dark, chaos, and disenchantment.  
   It aggravates creatures around you.  It cannot be harmed by the
   elements.  
b) The Long Bow of Bard (x3) (+17,+19) (+2)
   It increases your dexterity by 2.  It increases your speed and shooting
   power by 2.  It grants you immunity to paralysis.  It cannot be harmed
   by the elements.  
c) a Garnet Ring of Speed (+11)
   It increases your speed by 11.  
d) The Ring of Power 'The One Ring' (+15,+15) (+5) {cursed}
   It increases all your stats by 5.  It increases your speed by 5.  It
   provides immunity to acid, lightning, fire, and cold.  It provides
   resistance to poison, fear, blindness, nether, and disenchantment.  It
   sustains all your stats.  It speeds your regeneration.  It grants you 
   the power of telepathy and the ability to see invisible things, but it
   also aggravates creatures around you, drains experience, and is
   permanently cursed.  It activates for bizarre things every 30+d30 turns.
   It cannot be harmed by the elements.  
e) The Elfstone 'Elessar' (+7,+7) [+10] (+2) (charging)
   It increases your strength, wisdom, and charisma by 2.  It increases
   your speed by 2.  It provides resistance to fire, poison, and fear.  It
   activates for heal (500) every 200 turns.  It cannot be harmed by the
   elements.  
f) The Palantir of Westernesse (+2)
   It increases your intelligence and wisdom by 2.  It increases your 
   searching and infravision by 2.  It provides resistance to blindness 
   and chaos.  It lights the dungeon around you.  It grants you the power
   of telepathy and the ability to see invisible things, but it also 
   aggravates creatures around you and drains experience.  It activates
   for clairvoyance every 50+d50 turns.  It cannot be harmed by the
   elements.  
g) The Adamantite Plate Mail 'Soulkeeper' (-4) [40,+20] (+2) (charging)
   It increases your constitution by 2.  It provides resistance to acid, 
   cold, fear, dark, confusion, nexus, nether, chaos, and life draining.  
   It sustains your constitution.  It activates for heal (1000) every 444
   turns.  It cannot be harmed by the elements.  
h) The Cloak 'Colannon' [1,+15] (+3) (charging)
   It increases your stealth and speed by 3.  It provides resistance to 
   nexus.  It activates for teleport every 45 turns.  It cannot be harmed
   by the elements.  
i) The Small Metal Shield of Thorin [3,+25] (+4)
   It increases your strength and constitution by 4.  It provides immunity
   to acid.  It provides resistance to fear, sound, and chaos.  It grants
   you immunity to paralysis.  It cannot be harmed by the elements.  
j) The Jewel Encrusted Crown of Numenor [0,+18] (+3)
   It increases your intelligence, dexterity, and charisma by 3.  It
   increases your searching and speed by 3.  It provides resistance to 
   cold, light, dark, blindness, sound, and shards.  It lights the dungeon
   around you.  It grants you immunity to paralysis and the ability to see
   invisible things.  It cannot be harmed by the elements.  
k) The Set of Cesti of Fingolfin (+10,+10) [5,+20] (+4)
   It increases your dexterity by 4.  It provides resistance to acid.  It
   grants you immunity to paralysis.  It activates for a magical arrow
   (150) every 30+d30 turns.  It cannot be harmed by the elements.  
l) a Pair of Soft Leather Boots of Speed [2,+12] (+5)
   It increases your speed by 5.  


  [Character Inventory]

a) 2 Books of Magic Spells [Magic for Beginners]
b) 2 Books of Magic Spells [Conjurings and Tricks]
c) 2 Books of Magic Spells [Incantations and Illusions]
d) 2 Books of Magic Spells [Sorcery and Evocations]
e) a Book of Magic Spells [Resistances of Scarabtarices]
   It cannot be harmed by the elements.  
f) a Book of Magic Spells [Raal's Tome of Destruction]
   It cannot be harmed by the elements.  
g) a Book of Magic Spells [Mordenkainen's Escapes]
   It cannot be harmed by the elements.  
h) a Book of Magic Spells [Tenser's Transformations]
   It cannot be harmed by the elements.  
i) a Book of Magic Spells [Kelek's Grimoire of Power]
   It cannot be harmed by the elements.  
j) 20 Shimmering Potions of Healing
k) a Clotted Red Potion of *Healing*
l) 48 Metallic Green Potions of Restore Mana
m) 2 Scrolls titled "glennis rog" of Banishment
n) 12 Copper-Plated Rods of Teleport Other (1 charging) {!k}
o) The Massive Iron Crown of Morgoth [0,+0] (+125) {cursed}
   It increases all your stats by 125.  It increases your infravision by
   125.  It is cursed.  It cannot be harmed by the elements.  It might
   have hidden powers.
p) The Mighty Hammer 'Grond' (9d9) (+5,+25) [+10]
   It cannot be harmed by the elements.  It might have hidden powers.
q) 5 Arrows of Slay Evil (1d4) (+15,+14) {=g}
   It slays all evil creatures.  


  [Home Inventory]

a) 23 Scrolls titled "ski turs klis" of *Identify*
b) 20 Scrolls titled "botgar laro" of *Destruction*
c) The Ring of Power 'Vilya' (+10,+10) (+3)
   It increases all your stats by 3.  It increases your speed by 3.  It
   provides immunity to lightning.  It provides resistance to poison, 
   disenchantment, and life draining.  It sustains your strength, 
   dexterity, and constitution.  It slows your metabolism, makes you fall
   like a feather, and speeds your regeneration.  It grants you immunity
   to paralysis and the ability to see invisible things.  It activates for 
   large lightning ball (250) every 20+d20 turns.  It cannot be harmed by
   the elements.  
d) The Arkenstone of Thrain {LitDarkLife}
   It provides resistance to light, dark, and life draining.  It lights
   the dungeon around you.  It grants you the ability to see invisible
   things.  It activates for detection every 30+d30 turns.  It cannot be
   harmed by the elements.  
e) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4)
   It increases your strength and charisma by 4.  It provides resistance
   to acid, lightning, fire, cold, dark, and disenchantment.  It activates
   for banishment every 500 turns.  It cannot be harmed by the elements.  
f) The Shadow Cloak of Tuor [6,+12] (+4)
   It increases your dexterity by 4.  It increases your stealth by 4.  It
   provides immunity to acid.  It grants you immunity to paralysis and the
   ability to see invisible things.  It cannot be harmed by the elements.  
   
g) The Large Metal Shield of Anarion [5,+20]
   It provides resistance to acid, lightning, fire, and cold.  It sustains
   all your stats.  It cannot be harmed by the elements.  
h) a Shield of Deflection of Preservation [10,+43]
   It provides resistance to poison, disenchantment, and life draining.  
   It sustains your strength, dexterity, and constitution.  It cannot be
   harmed by the elements.  
i) The Golden Crown of Gondor [0,+15] (+3)
   It increases your strength, wisdom, and constitution by 3.  It
   increases your speed by 3.  It provides resistance to fire, cold, light,
   blindness, confusion, sound, and chaos.  It lights the dungeon around
   you and speeds your regeneration.  It grants you the ability to see
   invisible things.  It activates for heal (500) every 250 turns.  It
   cannot be harmed by the elements.  
j) The Iron Helm of Dor-Lomin [5,+20] (+4)
   It increases your strength, dexterity, and constitution by 4.  It
   provides resistance to acid, lightning, fire, cold, and fear.  It 
   lights the dungeon around you.  It grants you the power of telepathy 
   and the ability to see invisible things.  It cannot be harmed by the
   elements.  
k) The Katana 'Aglarang' (8d4) (+10,+10) (+5)
   It increases your dexterity by 5.  It increases your speed by 5.  It
   sustains your dexterity.  It cannot be harmed by the elements.  
l) The Bastard Sword 'Calris' (5d4) (+10,+20) (+5)
   It increases your constitution by 5.  It slays trolls, demons, and all
   evil creatures, and is especially deadly against dragons.  It provides
   resistance to disenchantment.  It aggravates creatures around you.  It
   cannot be harmed by the elements.  
m) The Spear 'Aeglos' (3d6) (+15,+25) [+5] (+4)
   It increases your wisdom and dexterity by 4.  It slays orcs, trolls, 
   and all evil creatures, and is especially deadly against undead.  It is
   branded with frost.  It provides resistance to cold and fear.  It is
   blessed by the gods and slows your metabolism.  It grants you immunity
   to paralysis.  It activates for frost ball (100) every 35 turns.  It
   cannot be harmed by the elements.  
n) The Trident of Ulmo (4d8) (+15,+19) (+4)
   It increases your dexterity by 4.  It slays animals and dragons.  It
   provides immunity to acid.  It provides resistance to nether and life
   draining.  It is blessed by the gods, slows your metabolism, and speeds
   your regeneration.  It grants you immunity to paralysis and the ability
   to see invisible things.  It activates for teleport away every 50 turns.
   It cannot be harmed by the elements.  
o) The Beaked Axe of Hurin (3d6) (+12,+15) (+2)
   It increases your strength and constitution by 2.  It slays trolls and 
   dragons, and is especially deadly against demons.  It is branded with 
   acid.  It provides resistance to acid, fire, and dark.  It lights the
   dungeon around you.  It activates for berserk rage (50+d50 turns) every
   80+d80 turns.  It cannot be harmed by the elements.  
p) The Battle Axe of Balli Stonehand (3d8) (+9,+11) [+5] (+3)
   It increases your strength and constitution by 3.  It increases your 
   stealth by 3.  It slays orcs, trolls, and demons.  It provides
   resistance to acid, lightning, fire, cold, and blindness.  It makes you
   fall like a feather and speeds your regeneration.  It grants you 
   immunity to paralysis and the ability to see invisible things.  It
   cannot be harmed by the elements.  


  [Options]

Adult: Allow purchase of stats using points  : yes (adult_point_based)
Adult: Allow specification of minimal stats  : no  (adult_auto_roller)
Adult: Maximize effect of race/class bonuses : yes (adult_maximize)
Adult: Preserve artifacts when leaving level : yes (adult_preserve)
Adult: Restrict the use of stairs/recall     : no  (adult_ironman)
Adult: Restrict the use of stores/home       : no  (adult_no_stores)
Adult: Restrict creation of artifacts        : no  (adult_no_artifacts)
Adult: Randomize some of the artifacts (beta): no  (adult_rand_artifacts)
Adult: Don't stack objects on the floor      : no  (adult_no_stacking)
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 29.4.2006 16:38
Last updated on 24.5.2006 19:07

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1234. on the Ladder (of 12451)
218. on the Angband Ladder (of 3628)
Best for this player (out of 18)

Comments

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On 29.4.2006 16:38 Dragonboneman wrote:
This is by far my best game so far and I find myself facing a dilemma. According to the Angband Newbie Guide I need resist nether before passing 2700'. However, once I find a source of rNether I can dive as far as 4000' because my hasted speed is already greater than 20. This suggests to me that I could risk being deeper - advice welcome.
60 uniques killed of 65 known. The others are Bullroarer(!), Bolg, Kavlax, the Lernaen Hydra and Baphomet.
Deepest unique killed - Fundin Bluecloak.
Biggest non-unique kills - probably Great Swamp Wyrm and Great Hell Wyrm (one of each). Both were easy to kill thanks to speed and Resistance spell. Then again I might just have been lucky - neither breathed on me.
28 artifacts found to date.

On 29.4.2006 17:52 jmiddendorf@hmc.edu wrote:
I don't think nether is necessary -- but your hitpoints aren't great, so I'd err for caution, but I'm not an expert vanilla player. I'd look for a good ring of con or other good source of constitution.

A lot of players consider nether optional, and I think I tend to agree. YMMV. You can always try to avoid undead. There's no shame in leaving levels.

On 29.4.2006 20:32 paffa_89@hotmail.com wrote:
I deeply recommend using sting as your weapon. Chaos resitance isnt' that vital either but Your hit points are very low.

On 30.4.2006 01:01 Dragonboneman wrote:
Thanks guys, I will prioritise Con bonuses more highly than collecting as many resistances as possible from now on. Wielding Sting and wearing a Con ring instead of Barahir means I'll have to wear my GDSM again for rPois, but I'lll also have more HP without losing anything vital (I think).

On 6.5.2006 00:05 Dragonboneman wrote:
Clvl 44, Depth 3550'

I decided to risk diving a bit and was rewarded with some nice finds. This kit gives me some more HP and a hasted speed of 31, although I have lost RBlind (hoping ESP will compensate). Killed Saruman with surprising ease, but almost got killed by Omarax the Eye Tyrant. Also met Uriel, couldn't do much to him. Kill counts now include two Great Wyrms of Perplexity and several Jabberwocks.
Comments always welcome.

On 8.5.2006 02:14 Dragonboneman wrote:
Belthronding is mine! Just got it from a Great Wyrm of Thunder in a vault at 3800'. Switched from Aglarang back to Sting for FA and Con. This cost some Dex and speed, but overall I'm feeling fine. Oh, and Ungoliant is now dead.
Currently hoping for another source of Rpoison so I can swap Barahir to my +4 Con ring.

On 8.5.2006 13:05 donalde@pp.inet.fi wrote:
Barahir will do nicely, since any CON over 18/200 doest't add your hp. Heroic saving means that no spell will blind you, and since you have RLight and RDark, you are safe without RBlind. Gauntlets of Agility are useless, since you have so high DEX allready.

Your equipment choises are good, you have best possible kit you can have.

If you are worried about unique angels, consider carrying Glaive of Pain as a swap to bash down angels. But look out for their summons, and keep eye on your hp while fighting them.

One stack of each branded ammo is enough, you need also normal enchanted ammo for certain opponents.

One hint: learn to use macroes, they'll help playing. With macros you need to inscripe your stuff, but it makes enchanting ammo easinr, and also makes easier to shoot.

Sell spare copies of dungeon books from home, DEX 18/150 is thefproof. Store ?MassBanishment to home, for final fight. Don't bother japperwocks, any beholders, any molds. They don't drop anything worthwhile, and they are quite dangerous. Also, do not fight (grand) master mystics.

On 8.5.2006 15:42 Dragonboneman wrote:
Many thanks for your advice. I have acted on several of the points you mention.
I have been almost exclusively using archery so I hadn't really given the Glaive too much thought. Using fewer inventory slots for ammo will allow me to carry it, so I'll experiment.
As for macros, call me a masochist if you like but I'm quite happy using the default commands. Guess I'm just too used to them.

On 10.5.2006 03:06 Dragonboneman wrote:
Clvl 48, 4350'.

Found a few artifacts since last update.
Cantoras is gone, so is Gabriel. In fact 78 of 84 known uniques are dead. The others are Omarax, Glaurung, Azriel, Uriel, Bolg, and (cough) Bullroarer.

On 10.5.2006 06:10 donalde@pp.inet.fi wrote:
Do you _really_ need Kelek? Only usefull spell in Kelek is destruction, and you can find plenty of scrolls to do the job. (and they are fail safe for emergencies)

Gondricam and Beruthiel are just taking slot in your home inventory, you won't use them, so sell Gondricam and throw Beruthiel away.

Try to collect ?(mass)banishemnt for final fight, also you need plenty of arrows of slay evil or holy might.

On 10.5.2006 12:29 Dragonboneman wrote:
I *am* collecting (Mass)Banishment, just not finding many. Haven't seen any Holy Might arrows at all. If I had found some I would definitely be hoarding them alongside Slay Demon.

On 10.5.2006 21:16 Dragonboneman wrote:
I've hit Clvl 50. Found Calris, Anarion, and Bard.
What else? Oh yeah, I've killed Draugluin, Ancalagon the Black, and the Tarrasque.

On 10.5.2006 21:31 Dragonboneman wrote:
Oh, I also killed Uriel during my lunch break today.
Still not one poxy arrow of Holy Might to be found anywhere though.

On 12.5.2006 05:02 donalde@pp.inet.fi wrote:
Bard is your weapon of choise. It does more damage than Belthronding, since with Bard you get 3 shots of x5 damage, while Belthronding has 4 shots with x3 damage. And if you miss Belthronding's RDisen, carry Calris as a swap.

On 12.5.2006 16:09 Dragonboneman wrote:
I was slightly worried about equipping Brand + Calris because of the latter's aggravation. But once I got the Palantir (and ESP) I decided to risk it. Aggravation actually seems to help in some ways, like making it easier to lure enemies into a killing ground.
Of 93 known uniques, 90 are dead, with number 90 being Gothmog. The others are still Bullroarer, Bolg and Azriel.

On 12.5.2006 16:11 Dragonboneman wrote:
By Brand I mean Bard. Stupid typo.

On 12.5.2006 18:05 Dragonboneman wrote:
Sauron is dead! I need to replenish my supplies before going for the finish line though.

On 14.5.2006 15:23 Dragonboneman wrote:
I nipped down to 5000' just to see how nasty Morgoth is. I learned that he's not a demon, which makes a mockery of my "plan" to kill him with Hurin (which doesn't even have slay evil!). Took one star off him, but read a scroll of *Destruction* and that ended the battle.
I was rather amused to notice that during the fight Morgoth summoned Bullroarer and Bolg. So they're dead. As are Azriel (found at 4950') and Atlas (summoned by Morgoth).
In all, 95 of 97 uniques are dead, with Vecna iand Morgoth himself being the survivors.

On 14.5.2006 18:26 jmiddendorf@hmc.edu wrote:
Is there any use for the gauntlets of Eol? You don't need the int, you don't need the resistances, and the (-5, -5) can't help. I suppose there's the activation and 17 AC, but otherwise they're useless, unless you plan on swapping out Vilya.

On 14.5.2006 23:47 Dragonboneman wrote:
You're quite right. When I found the gauntlets they gave me a major mana boost. But they're now obsolete thanks to Vilya and the Palantir.

On 18.5.2006 23:36 Dragonboneman wrote:
Had another major assault on Morgoth, but had to bail out again after getting him down to 2 stars. Found some awesome kit since, just building up my stocks before going for the win.

On 24.5.2006 19:13 Dragonboneman wrote:
I've won! Never found a single arrow of Holy Might (were they removed from this version?) so did Morgy in with arrows of Slay Evil, melee and a smattering of Banishment. Killed Vecna yesterday so all uniques are dead.

BIG thanks to everyone who has coached me, either by commenting on this or previous characters, and to the oook community in general, and of course for everyone involved in creating and developing the game.

On 25.5.2006 14:28 nckmccnnll@yahoo.com.au wrote:
Congrats!

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