The Angband Ladder: Jerry3, High-Elf Mage by <jludwi2@vbbn.com>

  [Angband 3.0.3 Character Dump]

 Name   Jerry3                                   Self  RB  CB  EB   Best
 Sex    Male              Age       112   STR! 18/100  +1  -5 +15 18/210
 Race   High-Elf          Height    102   INT! 18/100  +3  +3 +12 18/280
 Class  Mage              Weight    200   WIS! 18/100  -1  +0 +12 18/210
 Title  ***WINNER***      Status     46   DEX! 18/100  +3  +1  +9 18/230
 HP     889/889           Maximize    Y   Con! 18/100  +1  -2 +15 18/240 18/235
 SP     400/400           Preserve    Y   CHR! 18/100  +5  +1  +8 18/240

 Level           50       Armor    [49,+106]     Saving Throw  Legendary
 Cur Exp   15552025       Fight    (+50,+41)     Stealth       Excellent
 Max Exp   15552025       Melee    (+72,+66)     Fighting      Legendary
 Adv Exp   ********       Shoot    (+60,+14)     Shooting      Legendary
                          Blows       4/turn     Disarming        Superb
 Gold       6547421       Shots       1/turn     Magic Device  Legendary
                                                 Perception         Good
 Burden   271.9 lbs       Infra        70 ft     Searching          Fair

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




  [Character Equipment]

a) The Long Sword 'Ringil' (4d5) (+22,+25) (+10 to speed) {Vecna (emp Linch) L}
   It increases your speed by 10.  It slays trolls, undead, and all evil
   creatures, and it is especially deadly against demons.  It is branded
   with frost.  It provides resistance to cold, fear, and light.  It is
   blessed by the gods, slows your metabolism, lights the dungeon around
   you, and speeds your regeneration.  It grants you immunity to paralysis
    and the ability to see invisible things.  It activates for frost ball
   (100) every 40 turns.  It cannot be harmed by the elements.  
b) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10) (charging)
   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 'The One Ring' (+15,+15) (+5) {dl123, cursed}
   It increases all your stats by 5.  It increases your speed by 5.  It is
   cursed.  It cannot be harmed by the elements.  It might have hidden
   powers.  
d) 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.  
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 Star of Elendil
   It lights the dungeon around you.  It grants you the ability to see
   invisible things.  It activates for magic mapping every 50+d50 turns.  
   It cannot be harmed by the elements.  
g) Power Dragon Scale Mail (-3) [40,+27] {gv86 !* whoopie!}
   It provides resistance to acid, lightning, fire, cold, poison, light, 
   dark, blindness, confusion, sound, shards, nexus, nether, chaos, and 
   disenchantment.  It activates for breathe the elements (300) every
   300+d300 turns.  It cannot be harmed by the elements.  
h) The Cloak 'Holcolleth' [1,+4] (+2) {int, wis}
   It increases your intelligence and wisdom by 2.  It increases your 
   stealth and speed by 2.  It provides resistance to acid.  It activates
   for sleep II every 55 turns.  It cannot be harmed by the elements.  
i) The Small Metal Shield of Thorin [3,+25] (+4) {fear, snd, chaos}
   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 Hard Leather Cap of Thranduil [2,+10] (+2)
   It increases your intelligence and wisdom by 2.  It provides resistance
   to blindness.  It grants you the power of telepathy.  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 Soft Leather Boots of Speed [2,+10] (+10) {gnd, 30}
   It increases your speed by 10.  


  [Character Inventory]

a) 4 Books of Magic Spells [Magic for Beginners]
b) 3 Books of Magic Spells [Conjurings and Tricks]
c) 7 Books of Magic Spells [Incantations and Illusions]
d) 5 Books of Magic Spells [Sorcery and Evocations]
e) 5 Books of Magic Spells [Resistances of Scarabtarices] {!k!v!d @m4}
   It cannot be harmed by the elements.  
f) a Book of Magic Spells [Raal's Tome of Destruction] {!k!v!d =g @m9}
   It cannot be harmed by the elements.  
g) 6 Books of Magic Spells [Mordenkainen's Escapes] {!k!v!d @m6 }
   It cannot be harmed by the elements.  
h) 6 Books of Magic Spells [Tenser's Transformations] {!k!v!d @m1}
   It cannot be harmed by the elements.  
i) 5 Books of Magic Spells [Kelek's Grimoire of Power] {!k!v!d @m0}
   It cannot be harmed by the elements.  
j) 9 Light Green Potions of Healing {50% off}
k) 7 Gold Potions of *Healing*
l) a Blue Speckled Potion of Life
m) 44 Red Potions of Restore Mana {10% off}
n) a Scroll titled "satsat bitite" of Enchant Weapon To-Dam
o) 2 Mistletoe Staffs of Healing (3 charges)
p) a Mistletoe Staff of Healing (1 charge)
q) a Balsa Staff of the Magi (3 charges)
r) a Balsa Staff of the Magi (2 charges)
s) The Jewel 'Evenstar' (charging) {scaga worm, lvl 43 (hold life) !k!v!d}
   It provides resistance to cold, dark, and life draining.  It sustains
   your intelligence, wisdom, and constitution.  It activates for restore
   life levels every 150 turns.  It cannot be harmed by the elements.  
t) The Iron Crown of Beruthiel [0,+20] (-5) {cursed}
   It decreases your strength, dexterity, and constitution by 5.  It
   grants you immunity to paralysis, the power of telepathy, and the
   ability to see invisible things, but it also is heavily cursed.  It
   cannot be harmed by the elements.  
u) The Set of Cesti of Fingolfin (+10,+10) [5,+20] (+4)
   It increases your dexterity by 4.  It cannot be harmed by the elements.
   It might have hidden powers.  
v) The Pike 'Til-i-arc' (2d5) (+10,+12) [+10] (+2)
   It increases your intelligence by 2.  It cannot be harmed by the
   elements.  It might have hidden powers.  
w) 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.  


  [Home Inventory]

a) 5 Gold Wands of Clone Monster (7 charges)
b) a Gold Wand of Clone Monster (22 charges)
c) The Ring of Power 'Nenya' (+8,+8) (+2) {!* gv112}
   It increases all your stats by 2.  It increases your speed by 2.  It
   cannot be harmed by the elements.  It might have hidden powers.  
d) The Palantir of Westernesse (+2) {kronos, dl112, !*}
   It increases your intelligence and wisdom by 2.  It increases your 
   searching and infravision by 2.  It lights the dungeon around you.  It
   cannot be harmed by the elements.  It might have hidden powers.  
e) The Large Leather Shield of the Haradrim [4,+15] (+2) {psn, fear blind @A1}
   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.  
f) The Large Leather Shield of Celegorm [4,+20] {afcl dark+light, Giant Pit, 4}
   It provides resistance to acid, lightning, fire, cold, light, and dark.
   It cannot be harmed by the elements.  
g) The Shield of Deflection of Gil-galad [10,+20] (+5) {dark, disen}
   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.  
h) 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.  
i) The Iron Helm of Dor-Lomin [5,+20] (+4) {bile wyrm, dl68 !*}
   It increases your strength, dexterity, and constitution by 4.  It
   cannot be harmed by the elements.  It might have hidden powers.  
j) The Iron Helm 'Holhenneth' [5,+10] (+2) {blnd, conf}
   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.  
k) The Steel Helm of Hammerhand [6,+20] (+3) {vault, dl44 !k!v!d}
   It increases your strength, dexterity, and constitution by 3.  It
   provides resistance to acid, cold, dark, and nexus.  It sustains your 
   strength, dexterity, and constitution.  It aggravates creatures around
   you.  It cannot be harmed by the elements.  
l) The Pair of Soft Leather Boots 'Dal-i-thalion' [2,+15] (+5) {nether,conf. c}
   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.  
m) The Pair of Metal Shod Boots of Thror [6,+20] (+3) {speed, con, fear}
   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.  
n) 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.  
o) The Bastard Sword of Eowyn (4d4) (+12,+16) (+4 to stealth) {nether}
   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 it is especially deadly against undead.  It provides
   resistance to cold, fear, dark, and nether.  It cannot be harmed by the
   elements.  
p) The Bastard Sword 'Calris' (5d4) (+7,+20) (+5) {uncursed}
   It increases your constitution by 5.  It slays trolls, demons, and all
   evil creatures, and it is especially deadly against dragons.  It
   provides resistance to disenchantment.  It aggravates creatures around
   you.  It cannot be harmed by the elements.  
q) The Beaked Axe of Hurin (3d6) (+12,+15) (+2) {acid, fire, dark}
   It increases your strength and constitution by 2.  It slays trolls and 
   dragons, and it is especially deadly against demons.  It is branded
   with acid.  It provides resistance to acid, fire, and dark.  It lights
   the dungeon around you.  It activates for berserk rage (50+d50 turns)
   every 80+d80 turns.  It cannot be harmed by the elements.  
r) The Mace 'Taratol' (3d4) (+12,+12)
   It cannot be harmed by the elements.  It might have hidden powers.  
s) The Mighty Hammer 'Grond' (9d9) (+5,+25) [+10]
   It cannot be harmed by the elements.  It might have hidden powers.  
t) a Heavy Crossbow of the Haradrim (x4) (+14,+21) (+1)
   It increases your shooting speed and shooting power by 1.  It cannot be
   harmed by acid and 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 11.7.2003 06:33
Last updated on 20.8.2003 09:34

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2574. on the Ladder (of 18935)
566. on the Angband Ladder (of 6482)
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Comments

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On 11.7.2003 06:33 jludwi2@vbbn.com wrote:
Pretty standard up until level 30 or so.
Found thengel. Then bought some intelligence and then found thranduil!
Doing well on 30 gaining potions until
superb lvl. Should have left.
Saw the vault: Mordenkains, Strengh.
big L: ArchList. Should have left.
Should have tried to telport away on first turn. Didn't.
BA_NETHER. Dead. Oh well.
He was 33 levels ood! Beware Greater Vaults!

On 11.7.2003 06:41 jludwi2@vbbn.com wrote:
He's just been farming. Bought the rings.
Found one artificact, but sold it. Bought the boots.

On 11.7.2003 07:21 jludwi2@vbbn.com wrote:
Lost other high level mages to:
1) 39 or so, to a Master Mystic. Who knew you could be paralized even with free movement.

2) Archlich on lvl 30!
3) Drakolith (I had spell of impossible shield), but didnt' use it 1 breath.

So farming is necessary to have a chance when you are a mage.

Only winner was Troll Priest. Love those Heal spells. Easy win.

On 11.7.2003 10:36 jludwi2@vbbn.com wrote:
Had to buy the elven armour for the resists.
Bought scarabs.
Found Holy Infusions. Not a priest :(

On 12.7.2003 08:39 jludwi2@vbbn.com wrote:
Just starting on lvl 30 stat gain. 3 or so levels.
1 potion of const.
1 caspanion
1 boots of speed.

He's too lucky. Now I'm scared.
Oh and with the sppeed, I lose Freeaction
With Caspanion, I lose basic resists!


On 13.7.2003 10:26 jludwi2@vbbn.com wrote:
found two potions of experience scumming for strenght. ability to weild casp born and 100% of spell workingi is very helpful indeed!

On 16.7.2003 10:54 jludwi2@vbbn.com wrote:
Found a nice shield, but to use it I lose basic resists or I go under 600 hp. Not good. Need a nice cloak with basic resists. Also don't know how low I can go without Rnether and Rnexus.

On 16.7.2003 15:10 loefftj@yahoo.com wrote:
The shield is nice but I think your current arrangement is probably best. How deep are you running? You are almost stat max so I wouldn't be overly concerned about Rnexus. Just don't go taking on a whole pack of hounds. Rnether would be nice but can also be difficult to work into the kit. Unless you are lucky enough to find someting like Ulmo. My mage is at dlvl 84 and doesn't have Rnexus.

On 17.7.2003 10:29 jludwi2@vbbn.com wrote:
Nothing much, Celgorm provides Dark and Nice AC coverage without acid damage. Still want Thorin!

On 18.7.2003 11:50 jludwi2@vbbn.com wrote:
So I can go either
Agravate with great fighter, blink res and 4 hits on Defendors (shown) or
Non-Aggravate with so-so fighter (3 hits) with Lance of Westernes and Celegorm (with dark) For now, I'm trying to be aggressive (dl40), but I'm afraid to go to Draco land with aggravate without ResNeth.

Of course, I'll have to switch back to this arragement to kill the bad wyrms on dl63.

On 19.7.2003 08:08 jludwi2@vbbn.com wrote:
Finally found Rauls!
Just over 700 hp. Stil looking for non-blind wihtout Aggravate and Nether.

On 19.7.2003 11:35 jludwi2@vbbn.com wrote:
Finally have a chance to weild a non-defender because of the new helm I found.
So which one? I picked the new one for the slays and the const that I need. If I want to wear the Gil or the Ha, then I go below 200 on I. Can't do that!

On 20.7.2003 10:03 jludwi2@vbbn.com wrote:
Arvendiu, but can't wear it since I can't get Const and Int to 200 with it. With Thorin, I would be able to. Want Nexus + Nether!

On 22.7.2003 09:04 jludwi2@vbbn.com wrote:
Dl: 63. Lots of artifacts, but Thorin only important one. Very nice non-artifact Bow + Tenser's means I'm a bow firing mage now.
Seems almost too easy with my old boots

On 23.7.2003 12:07 jludwi2@vbbn.com wrote:
The rest should be easy now.

On 26.7.2003 10:19 jludwi2@vbbn.com wrote:
well, not easy. Killed the angle of death, finally. but a U, G is giving me a pain in the
He summed 5 or 6 other Uniques! not nice!
Also, the mouth of s showed up, and he's not dead yet either. Need more health potions, plenty of mana at home.

On 26.7.2003 10:20 jludwi2@vbbn.com wrote:
well, not easy. Killed the angle of death, finally. but a U, G is giving me a pain in the
He summed 5 or 6 other Uniques! not nice!
Also, the mouth of s showed up, and he's not dead yet either. Need more health potions, plenty of mana at home.

On 26.7.2003 10:20 jludwi2@vbbn.com wrote:
well, not easy. Killed the angle of death, finally. but a U, G is giving me a pain in the
He summed 5 or 6 other Uniques! not nice!
Also, the mouth of s showed up, and he's not dead yet either. Need more health potions, plenty of mana at home.

On 1.8.2003 08:40 jludwi2@vbbn.com wrote:
Used 2 life potions, about 20 restore mana spells, and mana storm to kill sauron and Morgoth. Sorry to confuse with the first post, but that was my predessor to this character. He never died. My first mage to win (2nd character). No scares after I found Power on dl83. No savefile use at all, but he did use cloned and auto-cloned characters to get to 50 (w, I, and D).


On 1.8.2003 22:00 loefftj@yahoo.com wrote:
Congratulations on the win! What technique did you use to kill Sauron on Morgoth? Haven't been able to play for a while due to a move but looking forward to getting back into it.

On 1.8.2003 23:23 jludwi2@vbbn.com wrote:
Pretty safe and standard.
I had about 50 potions of Rmana, 15 Heath, and 2 wands of Heath and Magi. I lost the wands of Mani to fire and recharge, but I had enough Mana to kill him 3 or 4 times as long as the heath wands lasted.

I mana stored him from behind my sea of runes, and teleported him away to fix the rune sea when he broke through.

I mass banished when he summed (I pretty much mass banished all the time once I got to level 50. Never killed a nasty non-unique summoner because he went with his summons.

This character was SOO lucky.
Boots of +10 speed only boots of speed he found. And found them on lvl 30.
PDSM on level 85 lying on a gv.

I never found the amulet of heal or rods of heal, but the staffs of healing were very helpful and lasted a long time, also used both my potions of life (mana storms from M). Sauron was a push over, and only had to use 3 charges of Magi to restore Mana. He never seriuosly hurt me (kept trying to summon into runes).

Nobody hit me after pl50 as I didn't want them to and had the ability to move them off.

I like Rune's better than GOI as GOI I coulnd't tell when it was off or on (and it seemed like a cheat anyway).

But I will say that Genocide, Mass Banishment, Runes, Teleport Away all make mages impossible to kill if you play them carefully, Priests are still little easier with Spell of Heal with no failure rate.

I play very carefully. The beam of Lighting makes farming too easy now, as I used Giant Fleas to go from level 30 to 40 or so. From there, 2 GW of Lightning gave me thorin, and then Bile Wyrms got me to 50. From then it was wasy easy, and I never got below 140 hit points.

Dorin is ready for Sauron when you have time. Just heal anytime your below 600. (650 for me). That's a lot of a little mage, but Morgy doesn't know he shouldn't do anything but mana storm (I don't have Intelligence turned on monsters).

On 20.8.2003 09:34 jludwi2@vbbn.com wrote:
I think he's done. Found the One.
Killed all uniquest except Emporor Q, and who cares about her.

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