The Angband Ladder: Selarawyn, Elf Mage by <meep@stfu.net.nz>

  [Angband 3.0.5 Character Dump]

 Name   Selarawyn                                Self  RB  CB  EB   Best
 Sex    Female            Age       116   STR! 18/100  -1  -5  +6 18/100
 Race   Elf               Height     53   INT! 18/100  +2  +3  +4 18/190
 Class  Mage              Weight     75   WIS! 18/100  -1  +0  +8 18/170
 Title  Arch-Mage         Status     71   DEX! 18/100  +1  +1  +5 18/170
 HP     -91/680           Maximize    Y   CON! 18/100  -2  -2 +10 18/160
 SP     381/393           Preserve    Y   CHR! 18/100  +1  +1  +0 18/120

 Level           50       Armor    [45,+121]     Saving Throw     Heroic
 Cur Exp    7355149       Fight    (+28,+17)     Stealth          Superb
 Max Exp    7355149       Melee    (+47,+38)     Fighting      Legendary
 Adv Exp   ********       Shoot    (+42,+21)     Shooting      Legendary
 MaxDepth   2950 ft       Blows       4/turn     Disarming        Superb
 Gold       5049948       Shots       1/turn     Magic Device  Legendary
                                                 Perception    Excellent
 Burden   223.9 lbs       Infra        30 ft     Searching          Good

 You are the only child of an Avarin Mage.  You have light grey eyes,
 straight brown 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:.+...........


  [Last Messages]

> You miss Uriel, Angel of Fire.
> You hit Uriel, Angel of Fire.
> You miss Uriel, Angel of Fire.
> You hit Uriel, Angel of Fire.
> It was a great hit!
> Uriel, Angel of Fire hits you.
> You are enveloped in flames!
> Uriel, Angel of Fire hits you.
> You are enveloped in flames!
> Your Set of Leather Gloves of Thievery (+8,+3) [1,+6] (+2) (t) was destroyed!
> Uriel, Angel of Fire hits you. <2x>
> You miss Uriel, Angel of Fire. <2x>
> You hit Uriel, Angel of Fire. <2x>
> Uriel, Angel of Fire breathes fire.
> You die.


  [Character Equipment]

a) The War Hammer of Aule (9d3) (+19,+21) [+5] (+4) {Mature Green Dragon 2300'}
   It increases your wisdom by 4.  It increases your tunneling by 4.  It
   slays demons, undead, and all evil creatures, and is especially deadly
   against dragons.  It is branded with acid.  It provides resistance to 
   acid, lightning, fire, cold, fear, and nexus.  It grants you immunity
   to paralysis and the ability to see invisible things.  It cannot be
   harmed by the elements.  
b) a Short Bow of Lothlorien (x2) (+14,+21) (+1) {Floor 2650'}
   It increases your dexterity by 1.  It increases your shooting power by
   1.  It grants you immunity to paralysis and the power of telepathy.  It
   cannot be harmed by acid or fire.  
c) a Tortoise Shell Ring of Constitution (+6)
   It increases your constitution by 6.  It sustains your constitution.  
d) a Moonstone Ring of Speed (+3) {Floor 850'}
   It increases your speed by 3.  
e) a Ruby Amulet of Weaponmastery (+2,+1) (+2)
   It increases your strength by 2.  It provides resistance to fear and 
   disenchantment.  It sustains your strength and constitution.  It grants
   you immunity to paralysis.  
f) The Star of Elendil {@A1!k!d!v Floor 1500'}
   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) The Mithril Chain Mail 'Belegennon' (-1) [28,+20] (+4) {Dracolisk 2650'}
   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.  
h) The Cloak 'Holcolleth' [1,+9] (+2) {@A2!d!k!v Bolg 1000'}
   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) {Emperor Wight 2650'}
   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 Iron Helm 'Holhenneth' [5,+10] (+2) {Cold Hound 1400'}
   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 Set of Cesti of Fingolfin (+10,+10) [5,+20] (+4) {Eol 2250'}
   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) The Pair of Hard Leather Boots of Feanor [3,+20] (+15) {Saruman 2850'}
   It increases your speed by 15.  It provides resistance to nexus.  It
   activates for haste self (20+d20 turns) every 200 turns.  It cannot be
   harmed by the elements.  


  [Character Inventory]

a) 3 Books of Magic Spells [Conjurings and Tricks] {@m2@b2@G2!d!d!k!k!v!v, 50%}
b) 2 Books of Magic Spells [Incantations and Illusions] {@m3@b3@G3!d!d!k!k!v!v}
c) 4 Books of Magic Spells [Sorcery and Evocations] {@m4@b4@G4!d!d!k!k!v!v, 10}
d) 12 Books of Magic Spells [Resistances of Scarabtarices] {@m5@b5@G5!d!d!k!k!}
   It cannot be harmed by the elements.  
e) 6 Books of Magic Spells [Raal's Tome of Destruction] {@m6@b6@G6!d!d!k!k!v!v}
   It cannot be harmed by the elements.  
f) 5 Books of Magic Spells [Mordenkainen's Escapes] {@m7@b7@G7!d!d!k!k!v!v}
   It cannot be harmed by the elements.  
g) 31 Light Blue Mushrooms of Restoring
h) 23 Red Speckled Potions of Healing
i) a Blue Speckled Potion of *Healing*
j) 11 Blue Potions of Restore Mana
k) 11 Black Potions of Enlightenment
l) 2 Scrolls titled "sat sefmik orn" of *Identify*
m) a Scroll titled "nepban rebie" of *Destruction*
n) 8 Nickel Rods of Recall {@z1!*!*!*!*}
   It cannot be harmed by electricity.  
o) 2 Aluminum-Plated Rods of Probing {@z3!d!d!k!k!v!v}
p) a Copper-Plated Rod of Healing (charging) {@z2!d!d!k!k!v!v}
   It cannot be harmed by electricity.  
q) 2 Gnarled Staffs of *Destruction* (4 charges)
r) an Engagement Ring of Acid [+18]
   It provides resistance to acid.  It activates for acid resistance
   (20+d20 turns) and acid ball (70) every 50+d50 turns.  It cannot be
   harmed by acid.  
s) The Large Leather Shield of Celegorm [4,+20] {Olog 2900'}
   It provides resistance to acid, lightning, fire, cold, light, and dark.
   It cannot be harmed by the elements.  
t) a Lead-Filled Mace of Gondolin (3d4) (+10,+7)
   It slays orcs, trolls, dragons, and demons.  It provides resistance to 
   dark and life draining.  It lights the dungeon around you.  It grants
   you immunity to paralysis and the ability to see invisible things.  It
   cannot be harmed by acid or fire.  


  [Home Inventory]

a) 50 Clotted Red Potions of Speed
b) 11 Blue Speckled Potions of *Healing*
c) 2 Metallic Red Potions of Life
d) 28 Blue Potions of Restore Mana
e) 3 Scrolls titled "pople agblu" of *Remove Curse*
f) 6 Scrolls titled "banwerg" of Banishment
g) 2 Scrolls titled "theran bitbjor" of Mass Banishment
h) 40 Silver-Plated Wands of Clone Monster (251 charges)
i) a Teak Staff of Banishment (2 charges)
j) 3 Gnarled Staffs of *Destruction* (10 charges)
k) a Dragon Tooth Amulet of Devotion (+2)
   It increases your wisdom and charisma by 2.  It provides resistance to 
   fire, light, dark, and life draining.  It sustains your wisdom and 
   charisma.  It lights the dungeon around you.  
l) The Metal Brigandine Armour of the Rohirrim [19,+15] (+2) {Ice Troll 2350'}
   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.  
m) The Full Plate Armour of Isildur [25,+25] (+1) {Spiral Vault 2700'}
   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.  
n) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4) {Greater Titan 2850'}
   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.  
o) The Leather Scale Mail 'Thalkettoth' (-1) [11,+25] (+3) {Mim 1400'}
   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.  
p) The Iron Helm of Dor-Lomin [5,+20] (+4) {Rubble 1050'}
   It increases your strength, dexterity, and constitution by 4.  It
   provides resistance to acid, lightning, fire, cold, and fear.  It 
   lights the dungeon around you.  It grants you the power of telepathy 
   and the ability to see invisible things.  It cannot be harmed by the
   elements.  
q) The Steel Helm of Hammerhand [6,+20] (+3) {Ar-Pharazon 2400'}
   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.  
r) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2) {Greater Titan 28}
   It increases your strength and constitution by 2.  It grants you 
   immunity to paralysis.  It cannot be harmed by the elements.  
s) The Small Sword 'Sting' (1d6) (+7,+8) (+2) {Saruman 2850'}
   It increases your strength, dexterity, and constitution by 2.  It
   increases your speed and attack speed by 2.  It slays animals, orcs, 
   undead, and all evil creatures.  It provides resistance to fear and 
   light.  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.  
t) The Beaked Axe of Hurin (3d6) (+12,+15) (+2) {4-Vault 1600'}
   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 Beaked Axe of Theoden (2d6) (+8,+10) (+3)
   It increases your wisdom and constitution by 3.  It slays dragons.  It 
   slows your metabolism.  It grants you the power of telepathy.  It
   activates for drain life (120) every 40 turns.  It cannot be harmed by
   the elements.  
v) The Glaive of Pain (9d6) (+0,+30) {Floor/Half-orc 2250'}
   It provides resistance to fear.  It cannot be harmed by the elements.  
w) The Short Bow of Amrod (x2) (+12,+15) (+2) {Bile Demon 2900'}
   It increases your strength and constitution by 2.  It increases your 
   shooting power by 2.  It provides resistance to lightning, fire, and 
   cold.  It speeds your regeneration.  It cannot be harmed by the
   elements.  
x) 20 Mithril Bolts of Wounding (3d5) (+12,+13)
   It cannot be harmed by acid or fire.  


  [Options]

Adult: Allow purchase of stats using points  : no  (adult_point_based)
Adult: Allow specification of minimal stats  : yes (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 27.6.2004 05:12
Last updated on 22.11.2004 10:46

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4804. on the Ladder (of 18915)
1768. on the Angband Ladder (of 6466)
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Comments

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On 27.6.2004 05:12 meep@stfu.net.nz wrote:
My long-awaited second (decent) character. After my previous dwarf warrior, I didn't play for about 3 months and then started again; I was welcomed back to Angband with a spate of low-teen character deaths. This is the first one to have survived further.

It's been fairly regular so far; no Kelek's at 100' like last time (damn), but I've been lucky with the rest of the spellbooks appearing regularly and on time. Besides the early-on fun of trying to kill Gollum (who was a REAL challenge with a 3d4 magic missile, and took 4 attempts before I managed to kill him - he nicked about 10k AU in the process), most uniques went down to a barrage of magic missiles and frost bolts (as required).

Equipment finds have been useful; the big find so far was Dol-Lomin under a pile of rubble at 1050'. I *think* that was the only thing giving a 'good' feeling, but I'm not sure - nevertheless, I'll take it!

On 27.6.2004 05:15 meep@stfu.net.nz wrote:
And Wormtongue dropped those boots of speed +3. That made me a very happy camper!

Nevertheless, I'm a bit wary of going any deeper - basic resists are covered alright, poison can be covered with Scarabtrices, but I'm absolutely lacking in the advanced ones; the Elvenkind armour I have at home could be used to cover that. Still, I need more range in equipment before I can decide what to take.

On 27.6.2004 20:45 andrew@msri.org wrote:
Why not wear that Shield of Elvenkind? you get some stealth (which you seem to like) and ResFear (which doesn't really matter.) you lose some AC but you shouldn't really be in melee anyway. If I were you I'd also have the hard leather of Elvenkind as a Nexus swap.

cool place to find Dor-Lomin. :) once I found a randart 2HSword with extra attacks under a rubble, but it wasn't as good as dor-lomin. Is that giving you telepathy?

On 28.6.2004 06:30 meep@stfu.net.nz wrote:
Oh, bah. I'd forgoten about the shield of elvenkind. Well, the Dor-Lomin also provides rFear, and telepathy, which is less useful than as it was with my warrior... but it's nice not to have to detect monsters every few steps. The extra stealth from the shield will be good, too.

Right now, I'm actually meleeing quite a lot; it's mostly the stuff that can't hurt me, though, like orcs, ogres and such. It'd probably be quicker just to zap them all with *balls, but I'm too lazy for that... it'll probably get me killed though.

The hard leather I'll probably drag along too, but the only nexus breathers I've seen so far were nexus hounds... and they're not in-depth yet (another few hundred feet to go, if I recall correctly). Still, it's nagging on the back of my mind, hopefully I won't forget it!

And thanks for pointing the elvenkind shield out :)

On 10.7.2004 08:56 meep@stfu.net.nz wrote:
Woo-har. A few hundred feet deeper, a few more goodies.

Got Elvagil; however, I didn't want to replace my old Defender battleaxe because it had FA. However, the Amulet of Weaponmastery (never seen one before, either!) had FA and rDisenchant (does rDisenchant protect against disenchant attacks, like from Mim?) amongst other things, so I dropped the placeholder ammy for that. Elvagil's giving me 3 blows, over the 1 I got with the Defender, so now I'm a lot more confident in meleeing.

The latest trip to 1400' (which was rapidly achieved after I dropped through *two* trapdoors in a row - one on an 'excellent' 1300', then one outside a Troll pit on 1350' - I really should pay more attention and detect traps more!) was interesting, with Azog-hai and Mim appearing, and also Uldor in a vault. They all fell without any major troubles; a combination of shockwaves and acid bolts (or magic missile for Mim - he seemed to resist EVERYTHING) works quite well. Netted me Thalkettoth, which doesn't quite replace Hithlomir; from my last game, I always got more out of rDark than rShards. Holhenneth from an earlier trip is also useful; but the telepathy and big +stats from Dor-Lomin is too much to give away. I'd much rather have the burden (thus speed) and hp than more mana.

I'm going to continue dropping levels steadily, no deep dives; if I trawl enough, I'll hopefully get a combination of gear which covers at least SOME of the advanced resists (basic being covered well right now!).

On 14.8.2004 03:28 meep@stfu.net.nz wrote:
Well, I got bored. So instead of hanging safely around 1700-1800', I'm now down at 2200', facing the Elemental Monarchs (or whatever-you-call-'em) and the first dragon uniques, time vortices, out-of-depth time hounds, a LOT of nether bolters (most annoying!)...

Equipment hasn't changed much... there haven't been any decent new artifacts for a while - 'specially no gloves, and most irritatingly, not even an ego shield to replace the one I have now (which I've got mainly for the AC).

I'm mainly killing things with a mix of rifts, meteor showers and (buffed) meleeing, which is doing quite well. But I've recently noticed that meleeing, say, a Drolem doesn't work very well, which may pose a problem in the future.

The most memorable thing in the last few weeks of playing was when I Found boots of speed +8 at 1850'! Hurrah! And then next recall down, drop to 1900', and a sneaky novice ranger drops one that's +10 (where did he get it from, is what I want to know). Oh well; base speed is +18 now, and hasted, I can double-move quite a lot of the things I'm encountering. So! Onwards, ever onwards...

On 14.8.2004 04:36 meep@stfu.net.nz wrote:
I really should hold my tongue. In the ~2 hours since I updated the dump, I've found the Glaive of Pain, the sabre Careth Asdriag and the Cesti of Fingolfin, all at 2250'. The irony of getting the Glaive appeals to me... I really wish I could've traded it with that Kelek my warrior found at 100' now! *sigh*

On 25.8.2004 11:01 meep@stfu.net.nz wrote:
Well, not much exciting since the last update. Decided to swap out the speed ring for rPoison; hopefully I can get a nice artifact *anything* (but especially shield or armour) that'll cover it, and I can slot the ring back in.

Aule was a great drop by a random dragon, and it's been in good use ever since. Main selling point is the rNexus, which makes nexus hounds much easier. I'll probably swap it for something with an immunity (Eonwe, say) if I find one, though.

The most exciting thing has been killing a large raft of uniques. They all died, to put it succinctly, easily - it basically goes down to outclassing it in melee (for Itangast, Scatha, Smaug, Eol, the Elemental Monarchs) or very carefully shooting rifts at it (the ringwraiths, Harowen). I can melee just about any regular creature, which is good for my rather mindless playstyle (hold down one direction, wait :P), but I'll probably have to adjust soon enough, when the regular monsters start getting hairy.

On 17.11.2004 21:43 meep@stfu.net.nz wrote:
FEANOR! FEANOR! FEANOR!!1

WOO. I mean, really, yeah. It's been a great past few days of 'banding. I finally got that poison resist covered on a non-ring slot, and then a combination of a bit of fiddling has left me with nearly all resists covered - hurrah!

Thorin was a great lucky drop; finally, that shield slot has something that'll stay there permanently (or until I find something better!). A Greater Titan dropped two artifacts at once, which was a good portent for the future; then on the next recall (or the next after that), Saruman appears. Thanks to the "oWeaponmastery, I'm quite easily able to defeat him, with the help of an antisummoning tunnel (not that he summoned much; lemures and an imp, as far as I could tell). He drops *three* at once, and a (oMagi, which isn't really as good as any artifact, but oh well!

So yeah. Things have been looking up for my little ol' mage. I'm diving progressively deeper now; confidence and good loot keeps me going down.

One question: is there anyway to counteract "touch to lower experience" attacks? HLife doesn't seem to do anything; although I seem to recall that HLife works only on nether attacks and not the touch attacks. Thanks in advance!

On 22.11.2004 10:51 meep@stfu.net.nz wrote:
Whoops.

I'd been wondering if ~700 max hp would be alright. It lasted me through quite a lot, actually. Lately I've been trying to farm Major Demons - letting them summon each other. It was quite fun, but losing the _oHealing was a pain at times. I eventually realised that 2950' was a "very good" feeling, so I decided to find out what it was - enlightened, then saw the vault. So I went to have a look.

Inside was, of course, Uriel. I wasn't particularly worried; I could teleport him away, or teleport away, if necessary. And it did - my char got wizzled down to ~100 odd hp. Tried again.. and got literally barbecued. It was on about 450-500 hp, and so that fire breath did ~600, through fire resist AND the temporary resist from the resistance spell - OUCH.

Oh well, yet another learning experience for next time - "mages can't really melee" and "get more resistance against deep breathers!"

I might try a return to a warrior next go, possibly a Dunadan or Half-troll. Or perhaps that Kobold priest I've had my eye on...

On 22.11.2004 11:06 meep@stfu.net.nz wrote:
One final note:

"Turn 17807419"

I have no, no, NO idea where they all went!

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