The Angband Ladder: Teraphilae, High-Elf Mage by <bazkar@sandcat.nl>

  [Angband 3.0.6 Character Dump]

 Name   Teraphilae                               Self  RB  CB  EB   Best
 Sex    Male              Age       129   STR! 18/100  +1  -5 +15 18/210
 Race   High-Elf          Height     90   INT! 18/100  +3  +3 +10 18/260
 Class  Mage              Weight    198   WIS! 18/100  -1  +0 +13 18/220
 Title  ***WINNER***      Status     57   DEX! 18/100  +3  +1 +12 18/260
 HP     918/918           Maximize    Y   CON! 18/100  +1  -2 +11 18/200
 SP     372/372           Preserve    Y   CHR! 18/100  +5  +1 +10 18/260

 Level           50       Armor    [51,+142]     Saving Throw  Legendary
 Cur Exp   54573524       Fight    (+57,+49)     Stealth          Superb
 Max Exp   54573524       Melee    (+70,+66)     Fighting      Legendary
 Adv Exp   ********       Shoot    (+67,+14)     Shooting      Legendary
 MaxDepth   6350 ft       Blows       4/turn     Disarming        Superb
 Gold       6169312       Shots       1/turn     Magic Device  Legendary
 Burden   190.4 lbs                              Perception       Superb
 Speed          +51       Infra        60 ft     Searching     Excellent

 You are the only child of a Vanyarin Archer.  You have light grey
 eyes, straight black 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 Ball-and-Chain of Fundin Bluecloak (4d4) (+13,+17) [+10] (+4)
   It increases your strength and wisdom by 4.  It increases your speed by
   4.  It slays undead and all evil creatures.  It provides resistance to 
   lightning, fire, nether, and life draining.  It lights the dungeon
   around you.  It activates for dispel evil (x5) every 100+d100 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 'The One Ring' (+15,+15) (+5) {cursed}
   It increases all your stats by 5.  It increases your speed by 5.  It
   provides immunity to acid, lightning, fire, and cold.  It provides
   resistance to poison, fear, blindness, nether, and disenchantment.  It
   sustains all your stats.  It speeds your regeneration.  It grants you 
   the power of telepathy and the ability to see invisible things, but it
   also aggravates creatures around you, drains experience, and is
   permanently cursed.  It activates for bizarre things every 30+d30 turns.
   It cannot be harmed by the elements.  
d) a Granite Ring of Speed (+16)
   It increases your speed by 16.  
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) 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.  
g) 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.  
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 Jewel Encrusted Crown of Numenor [0,+18] (+3)
   It increases your intelligence, dexterity, and charisma by 3.  It
   increases your searching and speed by 3.  It provides resistance to 
   cold, light, dark, blindness, sound, and shards.  It lights the dungeon
   around you.  It grants you immunity to paralysis and the ability to see
   invisible things.  It cannot be harmed by the elements.  
k) The Set of Cesti of Fingolfin (+9,+9) [5,+19] (+4) {Vault 2000'}
   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,+10] (+9)
   It increases your speed by 9.  


  [Character Inventory]

a) 3 Books of Magic Spells [Magic for Beginners]
b) 2 Books of Magic Spells [Conjurings and Tricks]
c) 2 Books of Magic Spells [Incantations and Illusions]
d) 3 Books 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) a Pungent Potion of Healing
k) 2 Oily Yellow Potions of Restore Mana
l) 34 Scrolls titled "snikprok" of *Identify*
m) 2 Aluminum-Plated Rods of Recall (1 charging)
   It cannot be harmed by electricity.  
n) 2 Platinum Rods of Restoration
   It cannot be harmed by electricity.  
o) 2 Steel Rods of Teleport Other
p) a Nickel-Plated Wand of Clone Monster (0 charges)
q) a Banyan Staff of Healing (1 charge)
r) 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.  


  [Home Inventory]

a) 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.  
b) 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.  
c) The Ring of Power 'Vilya' (+10,+10) (+3)
   It increases all your stats by 3.  It increases your speed by 3.  It
   provides immunity to lightning.  It provides resistance to poison, 
   disenchantment, and life draining.  It sustains your strength, 
   dexterity, and constitution.  It slows your metabolism, makes you fall
   like a feather, and speeds your regeneration.  It grants you immunity
   to paralysis and the ability to see invisible things.  It activates for 
   large lightning ball (250) every 20+d20 turns.  It cannot be harmed by
   the elements.  
d) 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.  
e) The Necklace of the Dwarves (+3)
   It increases your strength and constitution by 3.  It increases your 
   infravision by 3.  It provides resistance to fear.  It lights the
   dungeon around you and speeds your regeneration.  It grants you 
   immunity to paralysis and the ability to see invisible things.  It
   cannot be harmed by the elements.  
f) The Jewel 'Evenstar' (charging)
   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.  
g) The Full Plate Armour of Isildur [25,+25] (+1)
   It increases your constitution by 1.  It cannot be harmed by the
   elements.  It might have hidden powers.
h) 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.  
i) 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.  
j) The Cloak of Thingol [1,+18] (+3)
   It increases your dexterity and charisma by 3.  It provides resistance
   to acid, fire, and cold.  It grants you immunity to paralysis.  It
   activates for recharge item I every 70 turns.  It cannot be harmed by
   the elements.  
k) The Large Metal Shield of Anarion [5,+20]
   It provides resistance to acid, lightning, fire, and cold.  It sustains
   all your stats.  It cannot be harmed by the elements.  
l) The Golden Crown of Gondor [0,+15] (+3)
   It increases your strength, wisdom, and constitution by 3.  It
   increases your speed by 3.  It provides resistance to fire, cold, light,
   blindness, confusion, sound, and chaos.  It lights the dungeon around
   you and speeds your regeneration.  It grants you the ability to see
   invisible things.  It activates for heal (500) every 250 turns.  It
   cannot be harmed by the elements.  
m) The Massive Iron Crown of Morgoth [0,+4] (+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.  
n) The Steel Helm of Hammerhand [6,+20] (+3)
   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.  
o) 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.  
p) 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.  
q) 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.  
r) The Bastard Sword 'Calris' (5d4) (-15,+20) (+5) {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.  
s) The Blade of Chaos 'Doomcaller' (6d5) (+18,+28) [-50]
   It slays animals, trolls, demons, and all evil creatures, and is
   especially deadly against dragons.  It is branded with frost.  It
   provides resistance to acid, lightning, fire, cold, and chaos.  It
   grants you immunity to paralysis, 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.  
t) The Beaked Axe of Hurin (3d6) (+12,+15) (+2)
   It increases your strength and constitution by 2.  It slays trolls and 
   dragons, and 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.  
u) The Glaive of Pain (9d6) (+1,+30)
   It provides resistance to fear.  It cannot be harmed by the elements.  
v) 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.  
w) 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.  
x) The Long Bow 'Belthronding' (x3) (+20,+22) (+1) {Ancient Green Dragon 2100'}
   It increases your dexterity by 1.  It increases your stealth, speed, 
   and shooting speed by 1.  It provides resistance to disenchantment.  It
   cannot be harmed by the elements.  


  [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 17.6.2004 19:59
Last updated on 13.2.2006 01:08

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332. on the Ladder (of 18915)
42. on the Angband Ladder (of 6466)
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On 17.6.2004 19:59 bazkar@sandcat.nl wrote:
First character to go beyond level 10. Just gotten some life drain resistance and going down to 3500 now. No poison resist bothers me, but in the rest I'm ok.

On 17.6.2004 20:15 topazg82@nospam.remove.hotmail.com wrote:
Just a word of warning - without resist poison at that depth and with your hitpoints a few monsters can kill you in one breath (Drolems, AMHD), so I would be very very careful.

On 17.6.2004 20:33 bazkar@sandcat.nl wrote:
I know, that's why I keep up Temp Resist Poison at all times. I have the mana and the 1% fail rate would be very unlucky to pop in at the same time a AMHD/Drolem breathes. I would feel more comfortable however with a perm. resist poison... Maybe I'll swap in a damage ring for a resist poison ring to be sure.

On 17.6.2004 20:38 bazkar@sandcat.nl wrote:
Just found Bard, Don't want to lose the resist Disen though, so I'm sticking with Belthronding for now.

On 17.6.2004 21:37 Mars wrote:
Uh.. Just wondering why you are running around as a mage and seem to focus on melee with 2 damage rings and that mace of fury? Why not wear CON rings instead, thus massively increasing your hitpoints? I'd also worry more about those resist sound and poison gaps, more than disenchantment. You run into a lot of disenchantbent breathers or hitters or something?

On 22.6.2004 19:21 bazkar@sandcat.nl wrote:
After having the living bejesus beaten out of me by Uriel and escaping death by banishing a Dracolisk right in front of me I decided to go with the advice and at least get nether and sound resist before going to 3000...
I've gotten a ring of poison resist and a +3 con weapon to boost my hp. Thanx for the advice..

On 22.6.2004 19:32 loefftj@yahoo.com wrote:
I would also dump Barukkheled for Theoden. You still keep the Con bonus and gain ESP in the process. And definitely wear that =oCon you found! With less than 550 hp you are still in the "insta-death" region for a big nether breather.

On 24.6.2004 20:31 bazkar@sandcat.nl wrote:
Dropped the second damage ring for a +3 con ring. Still looking for sound, nether and cahos resistance. Shield of Thorin would be most welcome :)

On 25.6.2004 20:20 bazkar@sandcat.nl wrote:
Killed Shelob and the Phoenix in a vault, still no good artifacts though. Slowly getting to lvl 50 however...

On 26.6.2004 14:29 bazkar@sandcat.nl wrote:
Found both the mitril armors and Osondir in a vault. Still looking for good sound/nether resists. HP are up to par at the moment, wondering if I should drop some hp in favor of an int ring for spell points

On 28.6.2004 21:54 bazkar@sandcat.nl wrote:
Still steady progress. Found Barahir in a vault. I left Saruman and Glaurung to mind their own business :) hp is maximised, and I got the Resist Poison from Barahir, so swapped Mithril Chain for Plate. Still haven't found a single resist nether though.

On 8.7.2004 23:50 bazkar@sandcat.nl wrote:
Got Thrain from Polyphemus, he was a buff mofo, but Chaos Striking and TP away a couple of times did the job in the end. 1 lvl to go till 50, I'd love Thorin, still feel uncomfortable with lacking resists. HP are ok though.

On 9.7.2004 00:00 bazkar@sandcat.nl wrote:
Might do some eq swapping after I finish the vault Polyphemus was in, think I'll drop Evenstar for Carlammas and then I can exchange either Theodon back for Fury without losing too much hp or Cambeleg back for Fingolfin.

On 12.7.2004 22:19 bazkar@sandcat.nl wrote:
Lvl 50 at last. Saruman dropped Thorin! Yay! I have my con covered now so switched my +5 con ring for a +7 speed. Basic speed at 21 now, 31 with haste.

On 14.7.2004 20:53 bazkar@sandcat.nl wrote:
Killed Gabriel and Faegwath, last one carried Soulkeeper and Amrod. Did an eq overhaul and covered all resistances except blindness... stocking on cure crits now...

On 14.7.2004 23:14 loefftj@yahoo.com wrote:
Personally I would swap Taratol, Carlamaas, and Celebrimbor for Hurin or Theoden, Amulet of the Magi, and Thranduil. That should allow you to keep high Con and Int and gain ESP and resBlindness in the process. You will lose resDisen but you could carry Belthrondig as a swap for that (fought the Tarrasque yet?).

Strong character ... could do with a better weapon though.

On 15.7.2004 18:46 bazkar@sandcat.nl wrote:
I would lose ResShards too then, and with Great Wyrms of Law around I would rather not lose that. Not fought the Tarrasque yet, but diving for 4000 so might encounter him soon....

On 15.7.2004 19:59 loefftj@yahoo.com wrote:
I would still do it. But then again I really like having ESP and would give up a few of the higher resists to get it. Or just swap Taratol for Theoden. That will get you the ESP and still keep shards and disen. Not as nice of a weapon but you shouldn't rely on it for most combat anyway.

On 15.7.2004 22:26 wrote:
Wielding taratol for the resist lightning (I was really surprised I missed that one with the kit I had). ESP is nice, but I detect monsters all the time I switch screens so I mostly know what's coming...

On 16.7.2004 15:48 bazkar@sandcat.nl wrote:
At 4000. Natural speed is at 25 now. looking for Rings of Power basically. Going to 4500 if I don't find some soon... Not going for Morgoth till I got a better melee weapon like deathwreaker or ringil orso.

On 16.7.2004 16:43 bazkar@sandcat.nl wrote:
Lol, right after dump I encounter a small vault with 3 wyrms, summoning a total of 7 (GWoB) and they decide to grant me Elessar and Narya. How nice.

On 18.7.2004 13:33 bazkar@sandcat.nl wrote:
Still steady progress. All resists covered with Nenya. Still need a good melee weapon.

On 23.7.2004 20:28 bazkar@sandcat.nl wrote:
Going down to 4950. Ancalagon, Tarrasque, Kronos, Lungorthin, Huan and Carcharoth are dead, only 5 uniques left. I soo need ringil or deathwreaker orso.

On 20.9.2004 23:13 bazkar@sandcat.nl wrote:
Slain Sauron under a hail of mana storms, gathering life, *healing* and restore mana potions for Morgoth. Didn't need a single one for Sauron (only soulkeeper and elessar)

On 2.10.2004 00:51 bazkar@sandcat.nl wrote:
Got bored of looking for better weapon or power rings, confronted Morgoth and beat him in 1 run. Cost me 6 regen mana potions and a number of life and *healing* though.

On 24.1.2006 00:36 bazkar@sandcat.nl wrote:
Artifact hunting. 92 found atm.

On 29.1.2006 22:25 bazkar@sandcat.nl wrote:
Up to 99 artifacts. 37 to go...

On 12.2.2006 18:11 bazkar@sandcat.nl wrote:
Up to 105 artifacts, found Vilya but no other good ones

On 13.2.2006 01:08 bazkar@sandcat.nl wrote:
Found the One Ring! Natural speed up to 51. Wondering if glaive of pain will be a better weapon than Fundin. Still missing out on better weapons such as Ringil, Aule or Deathwreaker

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