The Angband Ladder: Elwill, High-Elf Mage by <grodrigues.math@gmail.com>

  [Angband 3.1.0 beta Character Dump]

 Sex    Male         Age            124   STR! 18/100  +1  -5 +14 18/200
 Race   High-Elf     Height          85   INT! 18/100  +3  +3 +11 18/***
 Class  Mage         Weight         183   WIS! 18/100  -1  +0 +10 18/190
 Title  ***WINNER*** Social      Feared   DEX! 18/100  +3  +1 +17 18/***
 HP     941/941      Maximize         Y   CON! 18/100  +1  -2 +14 18/***
 SP     370/370                           CHR! 18/100  +5  +1 +13 18/***


 Level               50   Armor   [51,+143]     Saving Throw        100%
 Cur Exp       24165427   Fight   (+68,+58)     Stealth           Superb
 Max Exp       24165427   Melee   (+90,+83)     Fighting          Superb
 Adv Exp       ********   Shoot   (+85,+19)     Shooting          Superb
 MaxDepth  6250' (L125)   Blows      4/turn     Disarming            93%
 Turns          1805750   Shots      1/turn     Magic Device   Legendary
 Gold           3804478   Infra       40 ft     Perception        1 in 1
 Burden       153.9 lbs   Speed          43     Searching            34%

 You are the only child of a Vanyarin Archer.  You have light grey
 eyes, wavy black hair, and a 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 Long Sword 'Ringil' (4d5) (+22,+25) (+10 speed)
     +10 speed.
     Provides resistance to cold, fear, light.
     Cannot be harmed by acid, electricity, fire, cold.
     Blessed by the gods.
     Slows your metabolism.
     Speeds regeneration.
     Prevents paralysis.
     Grants the ability to see invisible things.
     When activated, it creates a frost ball with damage 100.
     It takes 40 turns to recharge after use.
     Radius 1 light.
     With this weapon, you would currently get 4 blows per round.  Each
     blow will do an average damage of 107 against evil creatures, 119
     against trolls, 119 against undead, 119 against frost-vulnerable
     creatures, 143 against demons, and 95 against normal creatures.
b) The Long Bow of Bard (x3) (+17,+19) (+2) {excellent}
     +2 dexterity, speed, shooting power.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
c) The Ring of Power 'Vilya' (+10,+10) (+3)
     +3 strength, intelligence, wisdom, dexterity, constitution, 
     charisma, speed.
     Provides immunity to lightning.
     Provides resistance to lightning, poison, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains intelligence, dexterity, constitution.
     Slows your metabolism.
     Feather Falling.
     Speeds regeneration.
     Prevents paralysis.
     Stops experience drain.
     Grants telepathy.
     Grants the ability to see invisible things.
     When activated, it heals 1000 hit points.
     It takes 200 turns to recharge after use.
d) The Ring of Power 'The One Ring' (+15,+15) (+5) {cursed}
     Permanently cursed.
     +5 strength, intelligence, wisdom, dexterity, constitution, 
     charisma, speed.
     Provides immunity to acid, lightning, fire, cold.
     Provides resistance to acid, lightning, fire, cold, poison, dark, 
     nether, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, intelligence, wisdom, dexterity, constitution, 
     charisma.
     Speeds regeneration.
     Grants telepathy.
     Grants the ability to see invisible things.
     Aggravates creatures nearby.
     Drains experience.
     When activated, it does bizarre things..
     It takes 200 turns to recharge after use.
e) The Elfstone 'Elessar' (+7,+7) [+10] (+2)
     +2 strength, wisdom, charisma, speed.
     Provides resistance to fire, poison, fear.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it heals 500 hit points.
     It takes 200 turns to recharge after use.
f) The Arkenstone of Thrain
     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, 
     e3 light.
g) The Adamantite Plate Mail 'Soulkeeper' (-4) [40,+20] (+2)
     +2 constitution.
     Provides resistance to acid, cold, fear, dark, confusion, nexus, 
     nether, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains constitution.
     Stops experience drain.
     When activated, it heals 1000 hit points.
     It takes 444 turns to recharge after use.
h) The Cloak 'Colannon' [1,+15] (+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,+25] (+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 Caestus of Fingolfin (+10,+10) [5,+20] (+4)
     +4 dexterity.
     Provides resistance to acid.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     When activated, it fires a magical arrow with damage 150.
     It takes 30 turns to recharge after use.
l) The Pair of Leather Boots of Feanor [2,+20] (+15)
     +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) a Book of Magic Spells [Magic for Beginners] {@m1@b1!d!k}
b) a Book of Magic Spells [Conjurings and Tricks] {@m2@b2!d!k}
c) a Book of Magic Spells [Incantations and Illusions] {@m3@b3!d!k}
d) a Book of Magic Spells [Sorcery and Evocations] {@m4@b4!d!k}
e) a Book of Magic Spells [Resistances of Scarabtarices] {@m5@b5!d!k}
     Cannot be harmed by acid, electricity, fire, cold.
f) a Book of Magic Spells [Raal's Tome of Destruction] {@m6@b6!d!k}
     Cannot be harmed by acid, electricity, fire, cold.
g) a Book of Magic Spells [Mordenkainen's Escapes] {@m7@b7!d!k}
     Cannot be harmed by acid, electricity, fire, cold.
h) a Book of Magic Spells [Tenser's Transformations] {@m8@b8!d!k}
     Cannot be harmed by acid, electricity, fire, cold.
i) a Book of Magic Spells [Kelek's Grimoire of Power] {@m9@b9!d!k}
     Cannot be harmed by acid, electricity, fire, cold.
j) 9 Cloudy Potions of *Healing*
     It can be thrown at creatures with damaging effect.
k) 11 Orange Speckled Potions of Life
     It can be thrown at creatures with damaging effect.
l) 4 Grey Speckled Potions of Restore Mana
m) 4 Lead-Plated Rods of Magic Mapping {@z1}
n) 2 Cypress Staffs of Healing (3 charges)
o) 2 Golden Staffs of the Magi (4 charges)
p) 25 Arrows of Wounding (1d4) (+23,+21)
     Fired from your current missile launcher, this arrow will hit targets
     up to 160 feet away, inflicting an average damage of 637.5 against
     dragons, and 212.5 against normal creatures.
     35% chance of breaking upon contact.
q) 14 Seeker Arrows of Holy Might (4d4) (+16,+20)
     Cannot be harmed by acid, fire.
     Fired from your current missile launcher, this arrow will hit targets
     up to 160 feet away, inflicting an average damage of 490 against
     evil creatures, 735 against dragons, 735 against demons, 735
     against undead, and 245 against normal creatures.
     35% chance of breaking upon contact.
r) 19 Mithril Arrows of Slay Evil (3d4) (+18,+20)
     Cannot be harmed by acid, fire.
     Fired from your current missile launcher, this arrow will hit targets
     up to 160 feet away, inflicting an average damage of 465 against
     evil creatures, 697.5 against dragons, and 232.5 against normal
     creatures.
     35% chance of breaking upon contact.


  [Home Inventory]

a) a Mithril Ring of Speed (+20)
     +20 speed.
     
b) The Ring of Power 'Narya' (+6,+6) (+1)
     +1 strength, intelligence, wisdom, dexterity, constitution, 
     charisma, speed.
     Provides immunity to fire.
     Provides resistance to fire, fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, constitution.
     Slows your metabolism.
     Speeds regeneration.
     Prevents paralysis.
     Grants telepathy.
     Grants the ability to see invisible things.
     
     When activated, it grants you protection from evil for 1d25 plus 3 
     times your character level turns.
     It takes 200 turns to recharge after use.
c) 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.
d) 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.
e) The Multi-Hued Dragon Scale Mail 'Razorback' (-4) [30,+25]
     Provides immunity to lightning.
     Provides resistance to acid, lightning, fire, cold, poison, light, 
     dark.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     Grants the ability to see invisible things.
     Aggravates creatures nearby.
     
     When activated, it fires a ball of electricity in all directions, 
     each one causing 150 damage.
     It takes 1000 turns to recharge after use.
     Radius 1 light.
f) The Mithril Chain Mail 'Belegennon' (-1) [28,+20] (+4)
     +4 stealth.
     Provides resistance to acid, lightning, fire, cold, poison.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it teleports you randomly up to 10 squares away.
     It takes 2 turns to recharge after use.
g) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4)
     +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 'Colluin' [1,+15]
     Provides resistance to acid, lightning, fire, cold, poison.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it grants temporary resistance to acid, electricit
     y, fire, cold and poison for 1d20+20 turns.
     It takes 111 turns to recharge after use.
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 Golden Crown of Gondor [0,+15] (+3)
     +3 strength, wisdom, constitution, speed.
     Provides resistance to fire, cold, light, blindness, confusion, 
     sound, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Speeds regeneration.
     Grants the ability to see invisible things.
     
     When activated, it heals 500 hit points.
     It takes 250 turns to recharge after use.
     Radius 1 light.
k) The Massive Iron Crown of Morgoth [0,+4] (+125)
     +125 strength, intelligence, wisdom, dexterity, constitution, 
     charisma, infravision.
     Provides resistance to acid, lightning, fire, cold, poison, fear, 
     light, dark, confusion, nexus, nether.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.
     Grants the ability to see invisible things.
     
     Radius 1 light.
l) The Metal Cap of Celebrimbor [3,+18] (+3 searching)
     +3 intelligence, dexterity, charisma, searching.
     Provides resistance to acid, fire, shards, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     
m) The Pair of Leather Boots 'Dal-i-thalion' [2,+15] (+5)
     +5 dexterity.
     Provides resistance to confusion, nether, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains constitution.
     Prevents paralysis.
     
     When activated, it cures you of fear and poison.
     It takes 5 turns to recharge after use.
n) The Short Sword 'Sting' (1d6) (+7,+8) (+2)
     +2 strength, dexterity, constitution, speed, attack speed.
     Provides resistance to fear, light.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
     Radius 1 light.
     With this weapon, you would currently get 6 blows per round.  Each
     blow will do an average damage of 77 against animals, 77 against
     evil creatures, 80.5 against orcs, 80.5 against undead, and 73.5
     against normal creatures.
o) The Long Sword 'Anduril' (3d5) (+10,+15) [+10] (+4)
     +4 strength, dexterity.
     Provides resistance to fire, fear, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, dexterity.
     Blessed by the gods.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
     When activated, it creates a fire bolt with damage 72.
     It takes 40 turns to recharge after use.
     With this weapon, you would currently get 4 blows per round.  Each
     blow will do an average damage of 95 against evil creatures, 104
     against orcs, 104 against trolls, 104 against undead, 104 against
     fire-vulnerable creatures, and 86 against normal creatures.
p) 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 4 blows per round.  Each
     blow will do an average damage of 98 against animals, 98 against
     evil creatures, 108 against giants, 128 against undead, and 88
     against normal creatures.
q) The Beaked Axe of Theoden (2d6) (+8,+10) (+3)
     +3 wisdom, constitution.
     Cannot be harmed by acid, electricity, fire, cold.
     Slows your metabolism.
     Grants telepathy.
     
     When activated, it drains up to 120 hit points of life from a targ
     et creature.
     It takes 40 turns to recharge after use.
     With this weapon, you would currently get 4 blows per round.  Each
     blow will do an average damage of 89 against dragons, and 75
     against normal creatures.
r) The Battle Axe of Balli Stonehand (3d8) (+8,+11) [+5] (+3)
     +3 strength, constitution, stealth.
     Provides resistance to acid, lightning, fire, cold, blindness.
     Cannot be harmed by acid, electricity, fire, cold.
     Feather Falling.
     Speeds regeneration.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
     With this weapon, you would currently get 4 blows per round.  Each
     blow will do an average damage of 113.5 against orcs, 113.5
     against trolls, 113.5 against demons, and 86.5 against normal
     creatures.
s) The Great Axe of Eonwe (5d4) (+15,+18) [+8] (+2)
     +2 strength, intelligence, wisdom, dexterity, constitution, 
     charisma.
     Provides immunity to cold.
     Provides resistance to cold, fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Blessed by the gods.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
     When activated, it removes all non-unique monsters within 20 squar
     es, dealing you damage in the process.
     It takes 1000 turns to recharge after use.
     With this weapon, you would currently get 4 blows per round.  Each
     blow will do an average damage of 105 against evil creatures, 
     117.5 against orcs, 117.5 against undead, 117.5 against
     frost-vulnerable creatures, 142.5 against demons, and 92.5 against
     normal creatures.
t) 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 4 blows per round.  Each
     blow will do an average damage of 91 against evil creatures, 101
     against orcs, 101 against trolls, 101 against fire-vulnerable
     creatures, 121 against demons, and 81 against normal creatures.
u) The Great Hammer of Aule (9d3) (+19,+21) [+5] (+4)
     +4 wisdom, tunneling.
     Provides resistance to acid, lightning, fire, cold, fear, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
     With this weapon, you would currently get 4 blows per round.  Each
     blow will do an average damage of 115 against evil creatures, 133
     against demons, 133 against undead, 133 against acid-vulnerable
     creatures, 169 against dragons, and 97 against normal creatures.
v) The Mattock of Nain (2d8) (+12,+18) (+6 searching)
     +6 strength, searching, infravision, tunneling.
     Provides resistance to dark, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it turns rock into mud.
     It takes 2 turns to recharge after use.
     With this weapon, you would currently get 4 blows per round.  Each
     blow will do an average damage of 107 against orcs, 107 against
     trolls, 107 against giants, 107 against dragons, and 89 against
     normal creatures.
w) The Long Bow 'Belthronding' (x3) (+20,+22) (+1)
     +1 dexterity, stealth, speed, shooting speed.
     Provides resistance to disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     
x) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10) {excellent}
     +10 speed.
     Provides resistance to fire.
     Cannot be harmed by acid, electricity, fire, cold.
     


  [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 16.11.2010 18:10

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1370. on the Ladder (of 18939)
210. on the Angband Ladder (of 6485)
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On 16.11.2010 18:10 grodrigues.math@gmail.com wrote:
My second win with an high-help mage. This time, I decided to venture further down the dungeon and collect more goodies. This is what I have gotten so far -- a lot of stuff was already dumped, but hopefully nothing terribly important. Not much room for improvement methinks, but any suggestions are welcomed.

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