The Angband Ladder: Rogue Ranger, Dunadan Ranger by largos

  [Angband 3.1.0 beta Character Dump]

 Sex    Male         Age             60   Str! 18/100  +1  +2 +17 18/*** 18/***
 Race   Dunadan      Height          84   INT! 18/100  +2  +2  +9 18/***
 Class  Ranger       Weight         152   WIS! 18/100  +2  +0  +3 18/150
 Title  Ranger Lord  Social      Lordly   DEX! 18/100  +2  +1  +8 18/210
 HP     1032/1032    Maximize         Y   CON! 18/100  +3  +1  +9 18/***
 SP     384/384                           CHR! 18/100  +2  +1 +14 18/***


 Level               50   Armor   [42,+123]     Saving Throw         95%
 Cur Exp       16173690   Fight   (+40,+32)     Stealth           Heroic
 Max Exp       16173690   Melee   (+52,+48)     Fighting       Legendary
 Adv Exp       ********   Shoot   (+54,+15)     Shooting       Legendary
 MaxDepth   4850' (L97)   Blows      5/turn     Disarming            98%
 Turns          6849190   Shots      3/turn     Magic Device      Heroic
 Gold           3922205   Infra        0 ft     Perception        1 in 1
 Burden       202.4 lbs   Speed          26     Searching            57%

 You are the illegitimate and unacknowledged child of a Yeoman.  You
 are a credit to the family.  You have brown eyes, straight auburn
 hair, and a very fair complexion.


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

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


  [Character Equipment]

a) The Bastard Sword of Eowyn (4d4) (+12,+16) (+4 stealth)
     +4 strength, charisma, stealth, speed.
     Provides resistance to cold, fear, dark, nether.
     Cannot be harmed by acid, electricity, fire, cold.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 68 against animals, 68 against
     evil creatures, 78 against giants, 98 against undead, and 58
     against normal creatures.
b) a Short Bow of Lothlorien (x2) (+14,+15) (+2)
     +2 dexterity, shooting power.
     Cannot be harmed by acid, fire.
     Prevents paralysis.
c) The Ring of Barahir (+1)
     +1 strength, intelligence, wisdom, dexterity, constitution, 
     charisma, stealth.
     Provides resistance to poison, dark.
     Cannot be harmed by acid, electricity, fire, cold.
d) The Ring of Power 'Nenya' (+8,+8) (+2)
     +2 strength, intelligence, wisdom, dexterity, constitution, 
     charisma, speed.
     Provides immunity to cold.
     Provides resistance to cold, blindness.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains intelligence, wisdom, constitution.
     Feather Falling.
     Speeds regeneration.
     Prevents paralysis.
     Stops experience drain.
     Grants telepathy.
     Grants the ability to see invisible things.
     When activated, it restores your experience to full.
     It takes 200 turns to recharge after use.
e) an Amber Amulet of the Magi [+5] (+3)
     +3 intelligence, searching.
     Provides resistance to confusion.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains intelligence.
     Prevents paralysis.
     Grants the ability to see invisible things.
f) The Arkenstone of Thrain {!t!v!d!k}
     Provides resistance to light, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     Stops experience drain.
     Grants the ability to see invisible things.
     When activated, it detects treasure, objects, traps, doors, stairs, 
      and all creatures in the surrounding area.
     It takes 30 turns to recharge after use.
     Radius 3 light.
g) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4) (charging)
     +4 strength, charisma.
     Provides resistance to acid, lightning, fire, cold, dark, 
     disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it removes all non-unique monsters represented by 
     a chosen symbol from the level, dealing you damage in the process.
     It takes 500 turns to recharge after use.
h) The Cloak 'Colannon' [1,+14] (+3)
     +3 stealth, speed.
     Provides resistance to nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it teleports you randomly up to 100 squares away.
     It takes 45 turns to recharge after use.
i) The Small Metal Shield of Thorin [3,+18] (+4)
     +4 strength, constitution.
     Provides immunity to acid.
     Provides resistance to fear, sound, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
j) The Jewel Encrusted Crown of Numenor [0,+18] (+3)
     +3 intelligence, dexterity, charisma, searching, speed.
     Provides resistance to cold, light, dark, blindness, sound, shards.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     Grants the ability to see invisible things.
     Radius 1 light.
k) The Set of Leather Gloves 'Cambeleg' (+5,+4) [1,+11] (+2)
     +2 strength, constitution.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
l) The Pair of Leather Boots of Feanor [2,+17] (+15) (charging) {!d!v!t!k}
     +15 speed.
     Provides resistance to nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it hastens you for d20+20 turns.
     It takes 200 turns to recharge after use.


  [Character Inventory]

a) 8 Books of Magic Spells [Magic for Beginners] {!k!v!d@p1@b1}
b) 6 Books of Magic Spells [Incantations and Illusions] {!k!v!d@p3@b3}
c) a Book of Magic Spells [Sorcery and Evocations]
d) a Book of Magic Spells [Resistances of Scarabtarices] {!k!v!d@p5@b5}
     Cannot be harmed by acid, electricity, fire, cold.
e) a Book of Magic Spells [Raal's Tome of Destruction] {!v!d!k@p7@b7}
     Cannot be harmed by acid, electricity, fire, cold.
f) a Book of Magic Spells [Tenser's Transformations] {!k!v!d@p9@b9}
     Cannot be harmed by acid, electricity, fire, cold.
g) 30 Light Blue Potions of Cure Critical Wounds
h) 10 Cloudy Potions of Speed
i) 13 Scrolls titled "larus lercus" of Phase Door
j) a Scroll titled "laquo vadius" of Teleportation
k) 12 Scrolls titled "vigat ingus" of Teleport Level
l) a Rusty Rod of Healing (charging) {!k!v!d}
     Cannot be harmed by electricity.
m) 2 Nickel Rods of Teleport Other {!k!v!d}
n) a Runed Rod of Recall {!v!k!d!z}
     Cannot be harmed by electricity.
o) 4 Runed Wands of Teleport Other (30 charges)
p) 3 Gnarled Staffs of Teleportation (19 charges)
q) 8 Arrows of Venom (1d4) (+9,+9) {@f1}
     Fired from your current missile launcher, this arrow will hit targets
     up to 140 feet away, inflicting an average damage of 318 against
     poison-vulnerable creatures, and 106 against normal creatures.
     35% chance of breaking upon contact.
r) 39 Arrows of Flame (1d4) (+9,+9) {@f2}
     Cannot be harmed by fire.
     Fired from your current missile launcher, this arrow will hit targets
     up to 140 feet away, inflicting an average damage of 318 against
     fire-vulnerable creatures, and 106 against normal creatures.
     35% chance of breaking upon contact.
s) 99 Arrows (1d4) (+0,+0)
     Fired from your current missile launcher, this arrow will hit targets
     up to 140 feet away, inflicting an average damage of 70 against
     normal creatures.
     35% chance of breaking upon contact.
t) 8 Mithril Arrows of Slay Giant (3d4) (+14,+17) {@f0}
     Cannot be harmed by acid, fire.
     Fired from your current missile launcher, this arrow will hit targets
     up to 140 feet away, inflicting an average damage of 474 against
     giants, and 158 against normal creatures.
     35% chance of breaking upon contact.
u) 22 Mithril Arrows of Slay Giant (3d4) (+15,+13) {@f0}
     Cannot be harmed by acid, fire.
     Fired from your current missile launcher, this arrow will hit targets
     up to 140 feet away, inflicting an average damage of 426 against
     giants, and 142 against normal creatures.
     35% chance of breaking upon contact.


  [Home Inventory]

a) 5 Purple Potions of Healing
     When ingested, it heals you a really large amount (35% of max HP, 
     minimum 300HP), heals cut damage, and cures stunning, poisoning, b
     lindness, and confusion.
     Provides nourishment for about 100 turns under normal conditions.
b) a Green Speckled Potion of Life
     When ingested, it restores 5000 hit points, restores experience an
     d stats, heals cut damage, and cures stunning, poison, blindness, 
     and confusion.
     It can be thrown at creatures with damaging effect.
c) 3 Cypress Staffs of Healing (8 charges)
     When used, it heals you a really large amount (35% of max HP, mini
     mum 300HP), heals cut damage, and cures stunning, poisoning, blind
     ness, and confusion.
d) an Aquamarine Ring of Speed (+10)
     +10 speed.
     
e) a Golden Amulet of Trickery (+3)
     +3 dexterity, stealth, searching, infravision, speed.
     Provides resistance to poison, nexus.
     Sustains dexterity.
     
f) The Amulet of Ingwe (+3)
     +3 intelligence, wisdom, charisma, infravision.
     Provides resistance to acid, lightning, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
     When activated, it deals five times your level's damage to all evi
     l creatures that you can see.
     It takes 50 turns to recharge after use.
g) The Jewel 'Evenstar' (charging)
     Provides resistance to cold, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains intelligence, wisdom, constitution.
     Stops experience drain.
     
     When activated, it restores your experience to full.
     It takes 150 turns to recharge after use.
h) The Full Plate Armour of Isildur [26,+22] (+1)
     +1 constitution.
     Provides resistance to acid, lightning, fire, cold, confusion, 
     sound, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     
i) The Mithril Shield of Gil-galad [10,+20] (+5)
     +5 wisdom, charisma.
     Provides resistance to acid, lightning, dark, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains wisdom, dexterity, charisma.
     
     When activated, it fires a line of light in all directions, each o
     ne causing 10d8 damage.
     It takes 100 turns to recharge after use.
     Radius 1 light.
j) The Iron Helm 'Holhenneth' [5,+10] (+2) {!k!d!v}
     +2 intelligence, wisdom, searching.
     Provides resistance to blindness, confusion.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants the ability to see invisible things.
     
     When activated, it detects treasure, objects, traps, doors, stairs, 
      and all creatures in the surrounding area.
     It takes 55 turns to recharge after use.
k) The Zweihander 'Gurthang' (3d6) (+13,+17) (+2)
     +2 strength.
     Provides resistance to fire, poison.
     Cannot be harmed by acid, electricity, fire, cold.
     Slows your metabolism.
     Speeds regeneration.
     Prevents paralysis.
     
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 80.5 against fire-vulnerable
     creatures, 80.5 against poison-vulnerable creatures, 101.5 against
     dragons, and 59.5 against normal creatures.
l) The Blade of Chaos 'Doomcaller' (6d5) (+18,+28) [-50]
     Provides resistance to acid, lightning, fire, cold, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     Grants telepathy.
     Grants the ability to see invisible things.
     Aggravates creatures nearby.
     
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 92 against animals, 92 against
     evil creatures, 110 against trolls, 110 against demons, 110
     against frost-vulnerable creatures, 146 against dragons, and 74
     against normal creatures.
m) The Spear 'Aeglos' (3d6) (+13,+23) [+3] (+4) {!d}
     +4 wisdom, dexterity.
     Provides resistance to cold, fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Blessed by the gods.
     Slows your metabolism.
     Prevents paralysis.
     
     When activated, it creates a frost ball with damage 100.
     It takes 35 turns to recharge after use.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 72 against evil creatures, 82.5
     against orcs, 82.5 against trolls, 82.5 against frost-vulnerable
     creatures, 103.5 against undead, and 61.5 against normal creatures.
n) The Great Axe of Durin (4d4) (+10,+20) [+15] (+3)
     +3 strength, constitution, tunneling.
     Provides resistance to acid, fire, fear, light, dark, confusion, 
     chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 82 against orcs, 82 against
     trolls, 82 against demons, 82 against acid-vulnerable creatures, 
     82 against fire-vulnerable creatures, 102 against dragons, and 62
     against normal creatures.
o) The Quarterstaff of Olorin (2d9) (+10,+13) (+4)
     +4 intelligence, wisdom, charisma.
     Provides resistance to fire, nether.
     Cannot be harmed by acid, electricity, fire, cold.
     Stops experience drain.
     Grants the ability to see invisible things.
     
     When activated, it gives you information on the health and abiliti
     es of monsters you can see.
     It takes 20 turns to recharge after use.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 61 against evil creatures, 71
     against orcs, 71 against trolls, 71 against fire-vulnerable
     creatures, 91 against demons, and 51 against normal creatures.
p) 8 Arrows of Acid (1d4) (+11,+14)
     Cannot be harmed by acid.
     
     Fired from your current missile launcher, this arrow will hit targets
     up to 140 feet away, inflicting an average damage of 378 against
     acid-vulnerable creatures, and 126 against normal creatures.
     35% chance of breaking upon contact.
q) 6 Arrows of Slay Evil (1d4) (+9,+15) {@f0}
     Fired from your current missile launcher, this arrow will hit targets
     up to 140 feet away, inflicting an average damage of 260 against
     evil creatures, and 130 against normal creatures.
     35% chance of breaking upon contact.
r) 5 Arrows of Slay Demon (1d4) (+14,+8) {@f0}
     Fired from your current missile launcher, this arrow will hit targets
     up to 140 feet away, inflicting an average damage of 306 against
     demons, and 102 against normal creatures.
     35% chance of breaking upon contact.
s) 99 Arrows of Venom (1d4) (+4,+4)
     Fired from your current missile launcher, this arrow will hit targets
     up to 140 feet away, inflicting an average damage of 258 against
     poison-vulnerable creatures, and 86 against normal creatures.
     35% chance of breaking upon contact.
t) 26 Seeker Arrows of Holy Might (4d4) (+19,+22)
     Cannot be harmed by acid, fire.
     
     Fired from your current missile launcher, this arrow will hit targets
     up to 140 feet away, inflicting an average damage of 376 against
     evil creatures, 564 against demons, 564 against undead, and 188
     against normal creatures.
     35% chance of breaking upon contact.
u) 19 Seeker Arrows of Lightning (4d4) (+16,+19) {@f0}
     Cannot be harmed by electricity.
     
     Fired from your current missile launcher, this arrow will hit targets
     up to 140 feet away, inflicting an average damage of 528 against
     electricity-vulnerable creatures, and 176 against normal creatures.
     35% chance of breaking upon contact.
v) 18 Seeker Arrows of Venom (4d4) (+15,+14)
     Fired from your current missile launcher, this arrow will hit targets
     up to 140 feet away, inflicting an average damage of 468 against
     poison-vulnerable creatures, and 156 against normal creatures.
     35% chance of breaking upon contact.
w) 25 Seeker Arrows of Venom (4d4) (+10,+12)
     Fired from your current missile launcher, this arrow will hit targets
     up to 140 feet away, inflicting an average damage of 444 against
     poison-vulnerable creatures, and 148 against normal creatures.
     35% chance of breaking upon contact.


  [Options]

Maximize effect of race/class bonuses        : yes (adult_maximize)
Randomize some of the artifacts (beta)       : no  (adult_randarts)
Restrict the use of stairs/recall            : no  (adult_ironman)
Restrict the use of stores/home              : no  (adult_no_stores)
Restrict creation of artifacts               : no  (adult_no_artifacts)
Don't stack objects on the floor             : no  (adult_no_stacking)
Lose artifacts when leaving level            : no  (adult_no_preserve)
Don't generate connected stairs              : no  (adult_no_stairs)
Adult: Monsters chase current location       : yes (adult_ai_sound)
Adult: Monsters chase recent locations       : yes (adult_ai_smell)
Adult: Monsters act smarter in groups        : yes (adult_ai_packs)
Adult: Monsters learn from their mistakes    : no  (adult_ai_learn)
Adult: Monsters exploit players weaknesses   : no  (adult_ai_cheat)
Adult: Monsters behave more intelligently (broken): no  (adult_ai_smart)
Score: Peek into object creation             : no  (score_peek)
Score: Peek into monster creation            : no  (score_hear)
Score: Peek into dungeon creation            : no  (score_room)
Score: Peek into something else              : no  (score_xtra)
Score: Know complete monster info            : no  (score_know)
Score: Allow player to avoid death           : no  (score_live)



Posted on 24.3.2009 00:00
Last updated on 10.5.2009 20:31

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2438. on the Ladder (of 18940)
512. on the Angband Ladder (of 6485)
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On 24.3.2009 00:01 largos wrote:
I need to find some lighter armor...

On 24.3.2009 08:18 largos wrote:
I really wish that cloak of Aman did something other than r.Fear. The bonus is nuts ;)

On 24.3.2009 08:52 Pete Mack wrote:
Do you care more about shards than about stealth? The answer is often no, so you might want to go with the cloak of Aman, even though the high resist is relatively useless.


On 24.3.2009 08:54 Pete Mack wrote:
Also: your current armor isn't doing anything for you, so you can just ditch it in favor of studded leather from the store, or whatever, and leave the Armor of Resistance at home.



On 24.3.2009 18:52 largos wrote:
I'm just hitting the depth where Earth Hounds are
showing up frequently, so I *think* shards is worth it
(though, the insane ac on the aman may offset it..)

Re. the armor of resist: resist acid wasn't available when
I was looking for lighter stuff, and I wanted a set that
wouldn't get damaged by water hounds / vortexes. It's
not doing anything for me, but at least it won't loose the
ac bonus. (and I probably can't enchant something to +12)

On 25.3.2009 05:24 largos wrote:
Thranduil, ftw :)

Although, an amulet of esp would have been better,
given my other eq.

On 25.3.2009 08:29 largos wrote:
I am really loving the ring of lightening :)

On 25.3.2009 08:52 Pete Mack wrote:
You can go deeper with that character -- ESP, RBase, RConf and tons of stealth. That's a good recipe for diving. The Ring of Lightning doesn't help much with the dagger (only ~5dam/blow extra), but it will make a huge difference with a big-dice weapon later in the game.

RPois would be nice, but you are unlikely to get it before 2000'.

On 26.3.2009 04:46 largos wrote:
Ah, I didn't realize the ring actually added to damage.
I really wasn't sure what the whole "zap" thing was
about on hits.

I'm gradually working my way down, I drop 1-2 levels each
dive, load up on ego items, then go look for stat potions at
the black market... trying to max stats before 2000'

On 26.3.2009 09:02 largos wrote:
Found the sandals of speed on an "unsure" level :)

On 27.3.2009 08:07 largos wrote:
I found Raal's Tome of Destruction and Resistances on the same
dungeon level (36).

On 28.3.2009 07:00 largos wrote:
I'm building a monopoly on Scarabatricies.

On 29.3.2009 10:16 largos wrote:
I'd really like to be using Anguirel or Gurthang, but
I'm not sure I'm ready for aggrivates, and Gurthang
doesn't have see invis.

On 30.3.2009 07:18 largos wrote:
Gurthang! I <3 single-rounding mature dragons.

I think I'd have some trouble with two ancient
multi-hues though, if they were both awake.

On 31.3.2009 08:38 dagitj@gmail.com wrote:
Wow. You're kicking butt. Almost level 40! Just keep taking one floor at a time and you'll get there. Morgoth or bust :)

On 1.4.2009 08:26 largos wrote:
Killed Shelob on lvl 48 for a cool 39k exp :) (and... she dropped a basic helm of telepathy )

I did wrangle a new set of armor on that dive (the Rohirrim) though. Stealth has taken a blow recently, but resists, stats, damage, and ac have never looked better.

On 4.4.2009 19:38 largos wrote:
Currently looking at the Balrog of Moria. might be the last post ;)

On 6.4.2009 00:00 largos wrote:
Ran from the Balrog the first time (after an unfortunate encounter with Time Hounds), but found some +15 boots of speed anyhow ;).

The Balrog of Moria was back on the next dive, so I took care of him then.

On 6.4.2009 08:07 largos wrote:
Very nearly killed by a pack of time hounds, failed on my first teleport attempt, then teleported into a room full of plasma hounds, and finally teleported to safety with *36* hp.

On 8.4.2009 10:00 largos wrote:
Finally found an item with hold life, and yet I am still getting exp drained (but not for nearly as much, and not as often).

Recently ran into Smaug and a whole bevy of other uniques.

On 9.4.2009 07:28 largos wrote:
I had one hell of a time fighting Azriel on level 62.
No resists for mana/nether made for a sketchy battle.

On 9.4.2009 08:00 Pete Mack wrote:
That's a tough fight--Azriel is always scary, even with RNether. I often leave him alone unless I've got Doomcaller or something similar.

On 10.4.2009 09:18 largos wrote:
Time hounds suck, but I'm still alive.

On 10.4.2009 22:01 largos wrote:
Ran into my first greater vault.

Fought:
* Gothmog (killed)
* Ancalagon
* Ungoliant
* Atlas
* and a bunch of other severly out-of-depth critters.. eg: dark reaver/great strom wurms/etc.

Atlas took me from *940 to 81* in one round, but I did manage to loot the whole vault, and landed some incredible gear. (Curbagol, arkenstone, Evenstar, tensers transforms, and some other nice accoutrements.) I'm not sure Curbagol will work for me though -- I only get one shot / round with it, although the fire branding of ammo is very cool :)

On 12.4.2009 01:23 Pete Mack wrote:
Except vs Hounds, Amrod does as much damage as Amras, with one fewer shot:
4*3*(base_damage) = 12dam
3*4*(base_damage) = 12 dam

With arrows from Tenser's, this doesn't make much difference, but with valuable arrows like Slay/Acid/Elec, you might want to conserve shots

On 25.4.2009 22:24 largos wrote:
Killed Atlas at 4000', and readjusted my eq a bit. (+27 perm stealth :)

On 25.4.2009 22:24 largos wrote:
Killed Atlas at 4000', and readjusted my eq a bit. (+27 perm speed :)

On 26.4.2009 08:20 largos wrote:
First ring of power :)

On 26.4.2009 22:05 largos wrote:
heh, I *just* found my first potion of slime
mold juice while scumming for arrows. (char. lvl 50)

On 26.4.2009 23:53 Pete Mack wrote:
:) That's what happens when you dive fast. I once IDed a Rod of Trap detection at dl 95. Fortunately, I wasn't playing a Warrior...



On 27.4.2009 09:53 largos wrote:
*finally* found something with rnether.

On 28.4.2009 09:20 largos wrote:
Ancalagon dropped Doomcaller :)

On 29.4.2009 08:36 largos wrote:
85 uniques down, trying to get the last handful of uniques, find another ring of power, more non-elemental arrows, and belthronding/bow of bard now.

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