The Angband Ladder: Quendus II, High-Elf Ranger by Quendus

  [Angband 3.0.8 Character Dump]

 Name   Quendus II                               Self  RB  CB  EB   Best
 Sex    Male              Age       106   STR! 18/100  +1  +2 +12 18/250
 Race   High-Elf          Height     66   INT! 18/100  +3  +2  +5 18/200
 Class  Ranger            Weight    196   WIS! 18/100  -1  +0  +2 18/110
 Title  Ranger Lord       Status     97   DEX! 18/100  +3  +1  +4 18/180
 HP     -4/1008           Maximize    Y   CON! 18/100  +1  +1  +8 18/200
 SP     142/385                           Chr! 18/100  +5  +1  +6 18/220 18/160

 Level           50       Armor   [27,+116]     Saving Throw      Heroic
 Cur Exp   17435217       Fight    (+16,+8)     Stealth           Superb
 Max Exp   17435217       Melee   (+28,+24)     Fighting       Legendary
 Adv Exp   ********       Shoot   (+34,+18)     Shooting       Legendary
 MaxDepth   3350 ft       Blows      5/turn     Disarming         Superb
 Turns    134350023       Shots      1/turn     Magic Device   Legendary
 Gold       4847716       Infra       40 ft     Perception     Excellent
 Burden   191.0 lbs       Speed          32     Searching      Excellent

 You are the only child of a Telerin Prince.  You have light grey eyes,
 straight blond 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:.+...........


  [Last Messages]

> You resist the effects!
> The Wolf misses you.
> The Grand master mystic gazes deep into your eyes.
> You resist the effects!
> The Wolf misses you.
> The Aranea points at you, incanting terribly!
> You resist the effects!
> The Grand master mystic misses you. <3x>
> The Grand master mystic hits you.
> *** LOW HITPOINT WARNING! ***
> You are unaffected!
> *** LOW HITPOINT WARNING! ***
> The Wolf misses you.
> The Grand master mystic kicks you.
> You die.


  [Character Equipment]

a) The Bastard Sword of Eowyn (4d4) (+12,+16) (+4 to stealth)
   It increases your strength and charisma by 4.  It increases your 
   stealth and speed by 4.  It slays animals, giants, and all evil
   creatures, and is especially deadly against undead.  It provides
   resistance to cold, fear, dark, and nether.  It cannot be harmed by
   the elements.  
b) The Heavy Crossbow of Umbar (x4) (+18,+18) (+2)
   It increases your strength and constitution by 2.  It increases your 
   shooting power by 2.  It provides resistance to lightning, light, 
   dark, and blindness.  It aggravates creatures around you.  It
   activates for a magical arrow (150) every 20+d20 turns.  It cannot
   be harmed by the elements.  
c) a Pearl Ring of Speed (+9) {+9}
   It increases your speed by 9.  
d) a Pearl Ring of Speed (+11) {+11}
   It increases your speed by 11.  
e) an Azure Amulet of the Magi [+5] (+3)
   It increases your intelligence by 3.  It increases your searching by
   3.  It provides resistance to confusion.  It sustains your 
   intelligence.  It grants you immunity to paralysis and the ability
   to see invisible things.  It cannot be harmed by the elements.  
f) The Arkenstone of Thrain
   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.  
g) The Hard Leather Armour of Himring [6,+15]
   It provides resistance to poison, nether, and chaos.  It activates
   for protection from evil every 100+d100 turns.  It cannot be harmed
   by the elements.  
h) The Shadow Cloak of Luthien [6,+20] (+2)
   It increases your intelligence, wisdom, and charisma by 2.  It
   increases your stealth and speed by 2.  It provides resistance to 
   acid, fire, and cold.  It activates for restore life levels every
   250 turns.  It cannot be harmed by the elements.  
i) a Small Metal Shield of Preservation [3,+15]
   It provides resistance to sound, disenchantment, and life draining.  
   It sustains your strength, dexterity, and constitution.  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 Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2)
   It increases your strength and constitution by 2.  It grants you 
   immunity to paralysis.  It cannot be harmed by the elements.  
l) a Pair of Metal Shod Boots of Speed [6,+13] (+7)
   It increases your speed by 7.  


  [Character Inventory]

a) 4 Books of Magic Spells [Magic for Beginners] {@m1!d!k!v!d!k!v}
b) 4 Books of Magic Spells [Conjurings and Tricks] {@m2!d!k!v!d!k!v}
c) 5 Books of Magic Spells [Incantations and Illusions] {@m3!d!k!v!d!k!v}
d) 4 Books of Magic Spells [Sorcery and Evocations] {@m4!d!k!v!d!k!v}
e) a Book of Magic Spells [Resistances of Scarabtarices] {@m5!d!k!v!d!k!v}
   It cannot be harmed by the elements.  
f) 2 Books of Magic Spells [Raal's Tome of Destruction] {@m6!d!k!v!d!k!v}
   It cannot be harmed by the elements.  
g) a Book of Magic Spells [Mordenkainen's Escapes] {@m7!d!k!v!d!k!v}
   It cannot be harmed by the elements.  
h) a Book of Magic Spells [Tenser's Transformations] {@m8!d!k!v!d!k!v}
   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) 9 Magenta Potions of Healing
k) 3 Brown Speckled Potions of *Healing*
l) 10 Dark Green Potions of Restore Mana
m) a Tin Rod of Speed
   It cannot be harmed by electricity.  
n) 6 Zinc Rods of Acid Bolts {@z2}
o) 5 Gold Rods of Fire Bolts {@z1}
p) 3 Copper-Plated Rods of Acid Balls
q) 50 Bolts of Venom (1d5) (+10,+11) {@f3}
   It is branded with poison.  
r) 25 Bolts of Flame (1d5) (+8,+6) {@f3}
   It is branded with fire.  It cannot be harmed by fire.  


  [Home Inventory]

a) 2 Violet Speckled Potions of Life
b) 3 Scrolls titled "saetinta mor" of Banishment
c) a Scroll titled "glarguo prum" of Mass Banishment
d) The Ring of Barahir (+1)
   It increases all your stats by 1.  It increases your stealth by 1.  
   It provides resistance to poison and dark.  It cannot be harmed by
   the elements.  
e) The Amulet of Ingwe (+3)
   It increases your intelligence, wisdom, and charisma by 3.  It
   increases your infravision by 3.  It provides resistance to acid, 
   lightning, and cold.  It grants you immunity to paralysis and the
   ability to see invisible things.  It activates for dispel evil (x5)
   every 50+d50 turns.  It cannot be harmed by the elements.  
f) The Elfstone 'Elessar' (+7,+7) [+10] (+2)
   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.  
g) a Tortoise Shell Amulet of Trickery (+3)
   It increases your dexterity by 3.  It increases your stealth, 
   searching, infravision, and speed by 3.  It provides resistance to 
   poison and nexus.  It sustains your dexterity.  
h) Law Dragon Scale Mail (-2) [30,+15]
   It provides resistance to sound and shards.  It activates for 
   breathe sound/shards (230) every 300+d300 turns.  It cannot be
   harmed by the elements.  
i) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3)
   It increases your intelligence, wisdom, and constitution by 3.  It
   provides resistance to acid, poison, and confusion.  It activates
   for door and trap destruction every 10 turns.  It cannot be harmed
   by the elements.  
j) The Full Plate Armour of Isildur [25,+25] (+1)
   It increases your constitution by 1.  It provides resistance to acid,
   lightning, fire, cold, confusion, sound, and nexus.  It cannot be
   harmed by the elements.  
k) 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.  
l) The Cloak 'Colannon' [1,+15] (+3)
   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.  
m) The Large Leather Shield of the Haradrim [4,+15] (+2)
   It increases your strength and constitution by 2.  It provides
   resistance to poison, fear, and blindness.  It sustains your 
   strength and constitution.  It aggravates creatures around you.  It
   activates for berserk rage (50+d50 turns) every 50 turns.  It cannot
   be harmed by the elements.  
n) 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.  
o) The Metal Cap of Celebrimbor [3,+18] (+3 to searching)
   It increases your intelligence, dexterity, and charisma by 3.  It
   increases your searching by 3.  It provides resistance to acid, fire,
   shards, and disenchantment.  It cannot be harmed by the elements.  
p) The Iron Helm 'Holhenneth' [5,+15] (+2)
   It increases your intelligence and wisdom by 2.  It increases your 
   searching by 2.  It provides resistance to blindness and confusion.  
   It grants you the ability to see invisible things.  It activates for 
   detection every 55+d55 turns.  It cannot be harmed by the elements.  
   
q) The Pair of Metal Shod Boots of Thror [6,+20] (+3)
   It increases your strength and constitution by 3.  It increases your 
   speed by 3.  It provides resistance to fear.  It cannot be harmed by
   the elements.  
r) The Long Sword 'Anduril' (3d5) (+10,+15) [+10] (+4)
   It increases your strength and dexterity by 4.  It slays orcs, 
   trolls, undead, and all evil creatures.  It is branded with fire.  
   It provides resistance to fire, fear, and disenchantment.  It
   sustains your strength and dexterity.  It is blessed by the gods.  
   It grants you immunity to paralysis and the ability to see invisible
   things.  It activates for fire ball (72) every 40 turns.  It cannot
   be harmed by the elements.  
s) 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.  
t) The Battle Axe of Balli Stonehand (3d8) (+8,+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.  
u) The Great Axe of Durin (4d4) (+15,+20) [+15] (+3)
   It increases your strength and constitution by 3.  It increases your 
   tunneling by 3.  It slays orcs, trolls, and demons, and is
   especially deadly against dragons.  It is branded with acid and fire.
   It provides resistance to acid, fire, fear, light, dark, confusion, 
   and chaos.  It grants you immunity to paralysis.  It cannot be
   harmed by the elements.  
v) The Quarterstaff of Olorin (2d9) (+15,+15) (+4)
   It increases your intelligence, wisdom, and charisma by 4.  It slays 
   orcs, trolls, and all evil creatures, and is especially deadly
   against demons.  It is branded with fire.  It provides resistance to 
   fire, nether, and life draining.  It grants you the ability to see
   invisible things.  It activates for probing every 20 turns.  It
   cannot be harmed by the elements.  
w) The Short Bow of Amras (x2) (+15,+15) (+1 to speed)
   It increases your intelligence, wisdom, and dexterity by 1.  It
   increases your speed, shooting speed, and shooting power by 1.  It
   provides resistance to lightning, fire, and cold.  It slows your
   metabolism.  It cannot be harmed by the elements.  
x) 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.  


  [Options]

Adult: Maximize effect of race/class bonuses : yes (adult_maximize)
Adult: Randomize some of the artifacts (beta): no  (adult_randarts)
Adult: Auto-scum for good levels             : yes (adult_autoscum)
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: Don't stack objects on the floor      : no  (adult_no_stacking)
Adult: Preserve artifacts when leaving level : no  (adult_no_preserve)
Adult: Don't generate connected stairs       : no  (adult_no_stairs)
Adult: Monsters chase current location       : no  (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    : yes (adult_ai_learn)
Adult: Monsters exploit players weaknesses   : yes (adult_ai_cheat)
Adult: Monsters behave more intelligently (broken): yes (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 13.1.2008 07:40
Last updated on 16.1.2008 16:52

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2234. on the Ladder (of 18938)
446. on the Angband Ladder (of 6484)
Third best for this player (

Comments

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On 13.1.2008 07:40 Quendus wrote:
Too much equipment, and I don't know how best to combine it in such a way as to cover the missing resistances (dark, fear, and chaos), while still maintaining maximum constitution and speed. Can't wait to find some source of imfire so that I can face hordes of demons without losing all my spellbooks each time...

On 13.1.2008 16:45 Quendus wrote:
Did a little macroing with tenser's and found a few more potentially useful but most likely unuseful things. Not included in this set is the =Speed+9 which some dragon dropped in the middle of the room. Awful mess, you know. Unfortunately, I'm now missing 2 points of CON, and I can't get them back without changing my equipment completely or finding a =CON+6. This is something I intend to do, of course, if only I could see a viable way to do so =/

On 15.1.2008 09:41 Quendus wrote:
*So* much choice. The RNG has gifted me with lots of artifacts, including a not-amazingly-useful immunity, but I can't find a way to combine them without losing half my resistances or dropping below full health. I-I guess I'll have to find some more?

On 16.1.2008 14:14 Quendus wrote:
Most resists are now covered (can't be bothered to cover nexus, things rarely breathe that for enough damage to worry me and I don't often go below 600 HP without getting *very* worried) - however, I now have only one shot per turn, instead of the nice 4 with Amras. I'll probably switch to Bard when I can do it without losing abilities that I need...
Also! got rid of two deep uniques, Thuringwethil and Gothmog, which is a bit of progress I'm glad to have made.
I'm still quite certain that I can choose a better set of equipment and get telepathy out of it or something.

On 16.1.2008 16:52 Quendus wrote:
YASD: Quite self-explanatory. Just as I was getting close to being able to defeat Morgoth, too =/

On 16.1.2008 21:44 Paffa wrote:
I presume you were stunned? Mystics are best to be left alone, they're just not worth the effort.

Why on *earth* were you using Umbar when you have Bard? You would've had three shots per round, and with ammo branding you'd have had endless stock of elemental arrows.

On 16.1.2008 23:12 Quendus wrote:
For RBlind, which I didn't have another convenient source for. I was experimenting to see if it was possible to survive without a decent number of shots. It was - even against things that I was previously using 4 shots/turn (with amras) against, and new and obscene undead terrors, I was getting by just fine.
Mystics generally go down pretty easily, too - the problem in this case was that I decided not to take any special action when I noticed became heavily stunned - a !healing or a few turns running away would have cleared the stun counter enough to finish off his last two stars.

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