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The Angband Ladder: Elrond Hubbard, High-Elf Mage by Sephiroth2906

  [Angband 3.0.6 Character Dump]

 Name   Elrond Hubbard                           Self  RB  CB  EB   Best
 Sex    Male              Age       130   STR! 18/100  +1  -5 +13518/1410
 Race   High-Elf          Height     95   INT! 18/100  +3  +3 +13218/1480
 Class  Mage              Weight    198   WIS! 18/100  -1  +0 +12818/1370
 Title  ***WINNER***      Status     66   DEX! 18/100  +3  +1 +13518/1490
 HP     909/909           Maximize    Y   CON! 18/100  +1  -2 +13218/1410
 SP     372/372           Preserve    Y   CHR! 18/100  +5  +1 +12818/1440

 Level           50       Armor    [22,+109]     Saving Throw  Legendary
 Cur Exp   31816035       Fight    (+57,+49)     Stealth          Superb
 Max Exp   31816035       Melee    (+72,+64)     Fighting      Legendary
 Adv Exp   ********       Shoot    (+67,+14)     Shooting      Legendary
 MaxDepth   6150 ft       Blows       4/turn     Disarming        Superb
 Gold       7353442       Shots       1/turn     Magic Device  Legendary
 Burden   230.1 lbs                              Perception         Good
 Speed          +30       Infra      1330 ft     Searching          Fair

 You are one of several children of a Noldorin Warrior.  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:.............


  [Character Equipment]

a) The Spear of Orome (4d6) (+15,+15) (+4) {@w0 !k!d!v}
   It increases your intelligence by 4.  It increases your infravision and 
   speed by 4.  It slays animals and giants.  It is branded with fire.  It
   provides resistance to fire and light.  It is blessed by the gods, 
   makes you fall like a feather, and lights the dungeon around you.  It
   grants you the ability to see invisible things.  It activates for stone
   to mud every 5 turns.  It cannot be harmed by the elements.  
b) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10)
   It increases your speed by 10.  It provides resistance to fire.  It
   activates for fire branding of bolts every 999 turns.  It cannot be
   harmed by the elements.  
c) The Ring of Power 'Nenya' (+8,+8) (+2)
   It increases all your stats by 2.  It increases your speed by 2.  It
   provides immunity to cold.  It provides resistance to blindness and 
   life draining.  It sustains your intelligence, wisdom, and charisma.  
   It makes you fall like a feather and speeds your regeneration.  It
   grants you immunity to paralysis, the power of telepathy, and the
   ability to see invisible things.  It activates for large frost ball
   (200) every 20+d20 turns.  It cannot be harmed by the elements.  
d) The Ring of Power 'Narya' (+6,+6) (+1)
   It increases all your stats by 1.  It increases your speed by 1.  It
   provides immunity to fire.  It provides resistance to fear and nether.  
   It sustains your strength, wisdom, constitution, and charisma.  It 
   slows your metabolism and speeds your regeneration.  It grants you 
   immunity to paralysis and the ability to see invisible things.  It
   activates for large fire ball (120) every 20+d20 turns.  It cannot be
   harmed by the elements.  
e) a Mithril Amulet of Weaponmastery (+4,+5) (+3)
   It increases your strength by 3.  It provides resistance to fear and 
   disenchantment.  It sustains your strength and constitution.  It grants
   you immunity to paralysis.  
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 Leather Scale Mail 'Thalkettoth' (-1) [11,+25] (+3)
   It increases your dexterity by 3.  It increases your speed by 3.  It
   provides resistance to acid and shards.  It cannot be harmed by the
   elements.  
h) 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.  
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 Massive Iron Crown of Morgoth [0,+0] (+125) {cursed}
   It increases all your stats by 125.  It increases your infravision by
   125.  It provides resistance to acid, lightning, fire, cold, poison, 
   fear, light, dark, confusion, nexus, and nether.  It lights the dungeon
   around you.  It grants you the power of telepathy and the ability to
   see invisible things, but it also is permanently cursed.  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,+9] (+9)
   It increases your speed by 9.  


  [Character Inventory]

a) a Book of Magic Spells [Magic for Beginners]
b) a Book of Magic Spells [Conjurings and Tricks]
c) a Book of Magic Spells [Incantations and Illusions]
d) a Book 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) 12 Shimmering Potions of *Healing*
k) 4 Light Green Potions of Life
l) 3 Scrolls titled "ion metrol gop" of *Identify*
m) 2 Cast Iron Rods of Recall {!d!k!v!z}
   It cannot be harmed by electricity.  
n) 4 Zirconium Rods of Enlightenment
o) 7 Molybdenum Rods of Detection {@z4}
   It cannot be harmed by electricity.  
p) 4 Pewter Rods of Drain Life {@z1}
q) 5 Pewter Wands of Annihilation (49 charges) {@a1}
   It cannot be harmed by the elements.  
r) 3 Ironwood Staffs of Healing (22 charges)
s) 4 Eucalyptus Staffs of the Magi (28 charges)
t) 4 Banyan Staffs of Power (17 charges) {@u1}
u) 4 Spruce Staffs of Holiness (31 charges) {@u0}
v) 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.  


  [Home Inventory]

a) 27 Scrolls titled "ion metrol gop" of *Identify* {40% off}
b) a Mithril Ring of Speed (+12)
   It increases your speed by 12.  
c) The Ring of Tulkas (+4)
   It increases your strength, dexterity, and constitution by 4.  It
   provides resistance to fear.  It activates for haste self (75+d75
   turns) every 150+d150 turns.  It cannot be harmed by the elements.  
d) a Bronze Amulet of the Magi [+7] (+4)
   It increases your intelligence by 4.  It increases your searching by 4.
   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.  
e) 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.  
f) a Golden Amulet of Trickery (+4)
   It increases your dexterity by 4.  It increases your stealth, searching,
   infravision, and speed by 4.  It provides resistance to poison and 
   nexus.  It sustains your dexterity.  
g) 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.  
h) The Chain Mail of Arvedui (-2) [14,+15] (+2)
   It increases your strength and charisma by 2.  It provides resistance
   to acid, lightning, fire, cold, shards, and nexus.  It cannot be harmed
   by the elements.  
i) The Metal Brigandine Armour of the Rohirrim [19,+15] (+2)
   It increases your strength and dexterity by 2.  It provides resistance
   to acid, lightning, fire, cold, fear, confusion, and sound.  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 Chain Mail 'Belegennon' (-1) [28,+20] (+4)
   It increases your stealth by 4.  It provides resistance to acid, 
   lightning, fire, cold, and poison.  It activates for phase door every 2
   turns.  It cannot be harmed by the elements.  
l) 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.  
m) The Adamantite Plate Mail 'Soulkeeper' (-4) [40,+20] (+2)
   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.  
n) The Cloak 'Colluin' [1,+15]
   It provides resistance to acid, lightning, fire, cold, and poison.  It
   activates for resistance (20+d20 turns) every 111 turns.  It cannot be
   harmed by the elements.  
o) 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.  
   
p) The Shield of Deflection of Gil-galad [10,+20] (+5)
   It increases your wisdom and charisma by 5.  It provides resistance to 
   acid, lightning, dark, and disenchantment.  It sustains your wisdom, 
   dexterity, and charisma.  It lights the dungeon around you.  It
   activates for starlight (10d8) every 100 turns.  It cannot be harmed by
   the elements.  
q) The Pair of Soft Leather Boots 'Dal-i-thalion' [2,+15] (+5)
   It increases your dexterity by 5.  It provides resistance to confusion, 
   nether, and chaos.  It sustains your constitution.  It grants you 
   immunity to paralysis.  It activates for remove fear and cure poison
   every 5 turns.  It cannot be harmed by the elements.  
r) 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.  
s) The Bastard Sword 'Calris' (5d4) (+9,+20) (+5) {@w0, uncursed}
   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.  
t) The Two-Handed Flail 'Thunderfist' (4d6) (+5,+18) (+4)
   It increases your strength and constitution by 4.  It slays animals, 
   orcs, and trolls.  It is branded with electricity and fire.  It
   provides resistance to lightning, fire, fear, and dark.  It cannot be
   harmed by the elements.  
u) The Mighty Hammer 'Grond' (9d9) (+5,+25) [+10]
   It slays animals, orcs, trolls, and all evil creatures, and is
   especially deadly against dragons, demons, and undead.  It creates
   earthquakes on impact.  It grants you the power of telepathy and the
   ability to see invisible things, but it also aggravates creatures
   around you.  It cannot be harmed by the elements.  
v) 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.  
w) 21 Mithril Arrows of Holy Might (3d4) (+13,+17)
   It slays demons, undead, and all evil creatures.  It cannot be harmed
   by acid or fire.  


  [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 10.7.2008 05:59
Last updated on 25.11.2009 20:03

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846. on the Ladder (of 18514)
115. on the Angband Ladder (of 6209)
Best for this player (out of 4)

Comments

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On 10.7.2008 05:59 Sephiroth2906 wrote:
Not my highest level character yet, that honor still goes to Hobbity the Hobbit Warrior, may his soul rest in peace. Need to start seriously thinking about cleaning up the house. The staff of Dispel Evil was a good friend, and I am lothe to part with it, but it is not much use anymore. The drain life wands however are lifesavers. I have been fortunate enough to have at least one on hand since prior to hitting 500 feet. The boots are pre 500 as well. If I can get this guy to 42, I have a feeling that things will really be looking up. Any suggestions as to what to do to improve are welcome!

On 10.7.2008 16:37 Dragonboneman wrote:
I like your character's name.
As for advice, I'd say you can go much deeper. RChaos protects against confusion, right?
Also, why are you wearing a STR ring as a mage? You shouldn't be meleeing much, if at all, and STR bonuses don't affect ranged damage.

On 10.7.2008 16:37 Dragonboneman wrote:
I like your character's name.
As for advice, I'd say you can go much deeper. RChaos protects against confusion, right?
Also, why are you wearing a STR ring as a mage? You shouldn't be meleeing much, if at all, and STR bonuses don't affect ranged damage.

On 10.7.2008 16:38 Dragonboneman wrote:
Oops, sorry for double post.

On 10.7.2008 18:14 Sephiroth2906 wrote:
Chaos resistance no longer conveys confusion resistance as of 2.90. If I needed any reminders, an Ethereal Dragon gave me a valuble lesson when he smacked me for 250 damage in one breath. As for the strengh ring, I will likely get rid of it soon. I have it just because all those rods and books would drag my speed down a point or so before long as I added things I found on the floor to my inventory. Before long, those rods will go and the ring with them. Frankly, I have not found much I care to replace it with. If I need the AC from the protection ring, I may as well melee, which I REALLY don't want to do. I like my enimies to say "Nothing is known about it's attack" :) A ring of speed would certainly replace it if I found one. I am a little afraid to go much deeper until I hit 42 and get Mana Storm. I got the tar beat out of me last night by a Dragalisk on 2400 because I couldn't kill him fast enough.

On 10.7.2008 20:17 Mars wrote:
Hehe, nice name :P.

On 12.7.2008 06:58 Sephiroth2906 wrote:
Got to level 42. I was hoping that Mana Storm would really change things, but I did not count on it's initial fail rate, nor the fact it destroys every item that isn't an artifact. With my luck it will destroy the first ring of speed that drops for me, and that would likely be +15. Found Isildor's armor, which finally takes care of my confusion resistance. Poor critter has no idea what nether resistance is, as I have yet to see an item with it. Hold life would be nice. I have some high hopes for this character, but I have never been this deep before. Any suggestions are welcome!

On 12.7.2008 17:29 Dragonboneman wrote:
If I were you I'd dive and hunt Great Bile Wyrms.

On 13.7.2008 23:15 Sephiroth2906 wrote:
Slowly starting to crawl lower. Still have not even seen anything with nether or life drain resistance. Well, except for Morgal weapons, and that is right out. Saw a graveyard and banished it out of existence, which proved to be a good idea, as later I found a lone skull druj who nearly wiped me out. Should I continue going down, or should I wait for nether resistance?

On 14.7.2008 00:24 Dragonboneman wrote:
If you are good at detecting stuff (as a mage you have no excuse not to be) and know what to avoid, you can go very deep and maybe not even die.
Flee high-level undead such as black reavers and druj, and also the likes of Azrael, the Angel of Death, who should NOT be messed with if you lack RNether.
That said, many players consider RNether and Hold Life luxury items - it is definitely possible to win without them. RNether can be very hard to find at the best of times- not many artifacts actually give it. Your best plan is probably to keep diving - very carefully - avoiding anything that you think might possibly be dangerous.

On 14.7.2008 04:45 PowerDiver wrote:
You are more likely to die to gravity hounds or to inattention while searching for rNether than you are to survive because you have rNether. If you don't know who is dangerous, do not engage anyone until you have seen them on 3 different levels. That should save you from the worst out-of-depth monsters.

Listen to dragonboneman and search out major acid breathers. I'd also include poison breathers, since with double resist poison breaths can mostly be ignored.

On 17.7.2008 06:39 Sephiroth2906 wrote:
Thanks for the advice! I am diving down, albeit a bit slowly. Have yet to run into the critters you have suggested I hunt, but I have seen (and run from) Azriel twice. Sauramon Had to be battled 3 times, as the coward kept teleporting me away. Had one scary moment when a Master Lich teleported me into the middle of a graveyard, yet somehow I survived and managed to banish it. I now have a couple of amulets in my house that will protect against life drain, but will need to choose between that and disenchant resist. Any suggestions as to which to dump?

On 17.7.2008 08:01 Dragonboneman wrote:
Disenchanted artifacts cannot be repaired, whereas lost experience points can be restored with a cheap potion or Evenstar activation. So it's no contest, IMO.
You can always find more rods, so if you're not using them, lose them. Ego ammo + a good launcher like Bard is far superior anyway.
Ditch the STR ring and lightning ring. I doubt you'll ever choose not to wield Thorin either, so pretty much any other shields are just taking up space. You can also lose the ego digger.
You can enchant Calris to +9 to-hit, you might find yourself wanting the CON bonus.

On 19.7.2008 07:53 Sephiroth2906 wrote:
I have seen (and run from) Azriel and Tsalakus a few times each. Other than that, my controlled dive is going alright. Cleaned up the house a bit, but did not work too hard at it for now. Found my first ring of speed, but am unwilling to change out the CON ring or Barahir, which does both poison resist and that one CON that puts me at 200, which apparently give an HP bonus of nearly 100 from 190.

On 20.7.2008 05:41 Sephiroth2906 wrote:
I finally found some boots with Rnether, I had to switch between them and my boots of speed, until I found Cubragol, which allowed me to change my entire outfit. I have had a special relationship with Tselakus the Dreadlord, as I first laid eyes on him on 1700 ft inside the most massive vault I have ever seen. While I was attempting to unearth it, I kept noticing him in my monster list and decided to check him out in the spoiler. What I saw sent me screaming back to town. Once I got Rnether, I finally decided to take him on, and the battle did not disappoint. In the course of our battle, he summoned Thuringwethil, Feagwath and The Witch King. I teleported them out of there, and mana stormed him inbetween banishments, until he finally fell. Soon after I tracked down Feagwath and took him out as well with minor difficulty. Then came the Witch King. All was going well until the bastard summoned a Lesser Balrog, who burned up my staff of the Magi. Even though the witch king was nearly dead, I no longer had any way to refill my mana, and I couldn't wade through his friends to get to him. So, I tried to teleport the friends in front of him, and the stupid wand beamed, sending the Witch King lord knows where. Therefore, he still lives. I later found Azriel, and expected a similar battle. However, Azriel seems to have a slight flaw. Chaos Bolt confuses him. Every time. He went down with a wimper. I am sorry I ran from him all those times while waiting for Rnether. But, such is life. I am glad he didn't kill me, nor has anything else... Yet.

On 20.7.2008 13:16 Dragonboneman wrote:
You're doing well, keep going!

On 21.7.2008 00:54 Sephiroth2906 wrote:
Made 50! Really hoping to find one more staff of the Magi, I am immune to fire now, and I am running out of mana potions. I am using them faster then I find them noe.

That bloody damn Qlzqqlzuup is the bane of my existence currently. He may be nearly unkillable until I take out the rest of the uniques, or if he spawns in a hallway perhaps. The Tarrasque beat the crap out of me the one time I saw him. Even with disenchantment resistance, two breaths put me under 300 hp. Still alive though. That is what counts.

On 21.7.2008 10:12 Dragonboneman wrote:
You're almost ready for the endgame. You need more CON though, which is why many mages swear by Calris. Sure, it aggravates monsters, but I've never considered that a major issue in Vanilla if you have ESP and good detection.
Those Holy Might arrows + Bard will do a lot of damage to Morgoth, but remember you need 30+ speed when fighting him. Sauron is speed 20 and vulnerable to acid brand, so use that against him. Slay Evil is the only thing that counts against Morgy, so don't use Orome.
I suggest going to 4900' and weeding out all other uniques, their drops will be better than at your current depth.

On 22.7.2008 20:37 Sephiroth2906 wrote:
Only Vecna, Gothmog and that eternal pain in the nether regions Qlzqqlzuup remain, then Sauron will get a taste of my wrath. I am rather surprised at the fact that some of the high level uniques can be confused. Azriel, Kronos, Atlas, Uriel and Draugluin just wandered about as I pounded them with chaos strike. Surprised, but not complaining mind you. This game is hard enough without complaining when it throws me a bone. Finally found another Staff of the Magi, and with my fire immunity, that makes me quite the little spellcaster, in my humble opinion. I think as long as I am careful from here on out, I will at least have the opportunity to lay eyes on Morgoth, and if all goes well, perhaps even beat him.

On 22.7.2008 20:40 Sephiroth2906 wrote:
Thank you all, by the way, for your advice, especially DragonBoneman. It has made this much easier. Please keep it coming!

On 22.7.2008 21:43 Dragonboneman wrote:
A pleasure.
You don't need much more advice really. Take your time and I'm you'll be able to defeat all uniques up to and including Sauron if you don't do anything silly.
As for Morgy, just make sure you have a ton of healing potions, and use them whenever you're at less than 700 HP. Don't fight him on a full stomach, being gorged can get you killed. The fight will be long and hard, but you have all the time in the world to prepare for it.
That's it for advice - good luck!

On 22.7.2008 21:53 PowerDiver wrote:
If you get impatient hunting uniques, go after Sauron and teleport him away after he summons uniques. Kill uniques and repeat as desired.

I do not know enough about mages to know whether you should just melee with Calris. If melee is an option, groups.google on example final fight grove for how I melee.

On 23.7.2008 05:30 Sephiroth2906 wrote:
I can't believe my luck! Qlzqqlzuup spawned in the most fortuitous place imaginable. Inside of a 3x3 room, meaning he was surrounded on all sides by walls and a door. I put a ridiculous amount of runes of protection down, covering the whole room, and the blasted the door. In the course of his summoning, he managed to bring out Vecna in the lone spot he could, and Vecna had nowhere to go. A couple of runes got broken, but, in the end, both were destroyed, and as I wiped the floor with Gothmog a bit earlier, I can now turn my attentions to Sauron, as he and Morgoth no longer have anything unbanishable to summon. Wish me luck!

On 23.7.2008 18:55 Sephiroth2906 wrote:
Sauron is not a good host. He shows up, summons some friends, and teleports away. Fortunately, time was on my side, and I wore him down, since he could not possibly outlast me since I had my staves and the ability to recharge them. Then came Morgoth. He left a trail of hollowed out tunnels from the walls as he approached. I began by flinging arrows of holy might with bard, until there were no more, then put Cubregol back on and threw Chaos at him, banishing his friends as he summoned them. There was nowhere to hide, and letting him touch me proved to be a very bad idea, as he would drain the magic from my wands and staves. The earth quaked, and sections of the dungeon were destroyed in his furor to rend me limb from limb. Mana storms ravaged my frail form and he kept advancing. I had little recourse left but to continue the Chaos barrage, and was reduced to casting Phase Door to buy some space. It was quite a battle, and I saw my HP in red more than once, but in the end, I prevailed. His massive crown and hammer are now in my possession, and now the only battle left to fight is my addiction to this game. I can only hope that my victory was sufficient to quench it. Thank you all again for you advice, I will continue down to try to get more artifacts, and perhaps one day I will try a new character, but I have won, and after playing off and on for the last decade, it is a good feeling indeed.

On 25.7.2008 04:30 Sephiroth2906 wrote:
I may have made a bit of an error. I could have sworn that I once read somewhere that if you used a *Remove Curse* scroll while wielding a permanently cursed object, that it would become uncursed for one turn, allowing you to remove it, and otherwise it would become cursed that next turn again. I placed Morgy's hat on my head to check it out, and tried to remove it just to make sure I could when I found the proper scroll, and I seem to have a problem :( Well, it's not the end of the world. It has most of the high level resists on it and I certainly don't need to worry about juggling my stats anymore, and although the weight drops my mana by 30 I can easily refill it and there are no more uniques to worry about, but it seems a shame that I will never wear another hat again.

On 26.7.2008 19:34 Dragonboneman wrote:
Congratulations!

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