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The Angband Ladder: Telethel, Gnome Mage by Dragonboneman

  [Angband 3.0.9 Character Dump]

 Name   Telethel                                 Self  RB  CB  EB   Best
 Sex    Male              Age        80   STR! 18/100  -1  -5  +7 18/110
 Race   Gnome             Height     40   INT! 18/100  +2  +3  +8 18/230
 Class  Mage              Weight     95   WIS! 18/100  +0  +0  +4 18/140
 Title  Sorcerer          Status     14   DEX! 18/100  +2  +1  +6 18/190
 HP     -179/580          Maximize    Y   CON! 18/100  +1  -2  +8 18/170
 SP     251/337                           CHR! 18/100  -2  +1  +1 18/100

 Level           44       Armor   [33,+114]     Saving Throw      Heroic
 Cur Exp    3683104       Fight    (+20,+7)     Stealth           Superb
 Max Exp    3683104       Melee   (+42,+32)     Fighting       Excellent
 Adv Exp    3720000       Shoot   (+30,+14)     Shooting       Excellent
 MaxDepth   4900 ft       Blows      4/turn     Disarming         Superb
 Turns      3031507       Shots      1/turn     Magic Device   Legendary
 Gold       2323826       Infra       70 ft     Perception          Good
 Burden   167.2 lbs       Speed          23     Searching           Fair

 You are the only child of a Gnome Prankster.  You are the black sheep
 of the family.  You have dark brown eyes, straight brown hair, and a
 very dark 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 have slain the Killer white beetle.
> The Quylthulg dies.
> The Shrieker mushroom patch is destroyed.
> You are surrounded by a white light.
> You sense the presence of monsters!
> Low hitpoint warning!
> *** LOW HITPOINT WARNING! ***
> You hear a door burst open!
> You feel less resistant to acid.
> You feel less resistant to electricity.
> You feel less resistant to fire.
> You feel less resistant to cold.
> You feel less resistant to poison
> Gothmog, the High Captain of Balrogs breathes fire.
> You die.


  [Character Equipment]

a) The Long Sword 'Ringil' (4d5) (+22,+25) (+10 to speed)
   It increases your speed by 10.  It slays trolls, undead, and all
   evil creatures, and is especially deadly against demons.  It is
   branded with frost.  It provides resistance to cold, fear, and light.
   It usually provides light of radius 4.  It is blessed by the gods, 
   slows your metabolism, 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)
   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) a Topaz Ring of Intelligence (+5)
   It increases your intelligence by 5.  It sustains your intelligence.
   
d) The Ring of Barahir (+1)
   It increases all your stats by 1.  It increases your stealth by 1.  
   It provides resistance to poison and dark.  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 usually
   provides light of radius 4.  It 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 Star of Elendil
   It usually provides light of radius 3.  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 Full Plate Armour of Isildur [25,+25] (+1)
   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.  
h) a Cloak of the Magi [1,+7] (+2)
   It increases your intelligence by 2.  It increases your stealth by
   2.  It sustains your intelligence.  It grants you the power of
   telepathy.  It cannot be harmed by acid.  
i) a Large Leather Shield of Preservation [4,+28]
   It provides resistance to dark, disenchantment, and life draining.  
   It sustains your strength, dexterity, and constitution.  It cannot
   be harmed by the elements.  
j) The Golden Crown of Gondor [0,+15] (+3) (charging)
   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 usually provides
   light of radius 4.  It 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.  
k) The Set of Leather Gloves 'Cammithrim' [1,+10]
   It provides resistance to light.  It sustains your constitution.  It
   usually provides light of radius 4.  It grants you immunity to
   paralysis.  It activates for magic missile (2d6) every 2 turns.  It
   cannot be harmed by the elements.  
l) The Pair of Soft Leather Boots 'Dal-i-thalion' [2,+15] (+5)
   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.  


  [Character Inventory]

a) 2 Books of Magic Spells [Magic for Beginners]
b) 2 Books of Magic Spells [Conjurings and Tricks]
c) 3 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) 2 Books 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) 2 Books 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) 14 Furry Mushrooms of Restoring
k) 30 Yellow Potions of Speed
l) 18 Light Green Potions of Healing
m) 4 Scrolls titled "pyro sansus" of *Destruction*
n) 4 Mithril-Plated Rods of Teleport Other {!d!k}
o) a Locust Staff of Teleportation (8 charges)
p) 3 Seeker Bolts of Slay Undead (4d5) (+12,+14)
   It slays undead.  
q) 14 Seeker Bolts of Frost (4d5) (+8,+9)
   It is branded with frost.  It cannot be harmed by cold.  
r) 16 Mithril Bolts of Flame (3d5) (+8,+9)
   It is branded with fire.  It cannot be harmed by acid or fire.  
s) 13 Mithril Bolts of Venom (3d5) (+8,+7)
   It is branded with poison.  It cannot be harmed by acid or fire.  


  [Home Inventory]

a) 5 Blue Potions of *Healing*
b) 4 Light Blue Potions of Life
c) 3 Scrolls titled "ferum copinquo" of Rune of Protection
d) 5 Scrolls titled "concio insequo" of Banishment
e) 2 Scrolls titled "plum calito co" of Mass Banishment
f) an Aquamarine Ring of Speed (+9)
   It increases your speed by 9.  
g) 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.  
h) a Brass Amulet of the Magi [+6] (+3)
   It increases your intelligence by 3.  It increases your searching by
   3.  It provides resistance to confusion.  It sustains your 
   intelligence.  It grants you immunity to paralysis and the ability
   to see invisible things.  It cannot be harmed by the elements.  
i) 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.  
j) The Arkenstone of Thrain
   It provides resistance to light, dark, and life draining.  It
   usually provides light of radius 3.  It grants you the ability to
   see invisible things.  It activates for detection every 30+d30 turns.
   It cannot be harmed by the elements.  
k) The Chain Mail of Arvedui (-2) [14,+15] (+2)
   It increases your strength and charisma by 2.  It provides
   resistance to acid, lightning, fire, cold, shards, and nexus.  It
   cannot be harmed by the elements.  
l) 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.  
m) The Leather Scale Mail 'Thalkettoth' (-1) [11,+25] (+3)
   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.  
n) 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.  
o) 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 usually provides light of
   radius 4.  It activates for starlight (10d8) every 100 turns.  It
   cannot be harmed by the elements.  
p) a Pair of Hard Leather Boots of Speed [3,+10] (+9)
   It increases your speed by 9.  
q) The Broad Sword 'Glamdring' (2d5) (+10,+15) (+1)
   It increases your searching by 1.  It slays orcs, demons, and all
   evil creatures.  It is branded with fire.  It provides resistance to 
   fire and light.  It usually provides light of radius 4.  It is
   blessed by the gods and slows your metabolism.  It cannot be harmed
   by the elements.  
r) The Executioner's Sword 'Crisdurian' (4d5) (+18,+19)
   It slays orcs, trolls, giants, dragons, undead, and all evil
   creatures.  It grants you the ability to see invisible things.  It
   cannot be harmed by the elements.  
s) The Broad Axe 'Barukkheled' (2d6) (+13,+19) (+3)
   It increases your constitution by 3.  It slays orcs, trolls, giants, 
   and all evil creatures.  It grants you the ability to see invisible
   things.  It cannot be harmed by the elements.  
t) The Scythe 'Avavir' (5d3) (+8,+8) [+10] (+3)
   It increases your dexterity and charisma by 3.  It is branded with 
   fire and frost.  It provides resistance to fire, cold, and light.  
   It usually provides light of radius 4.  It grants you immunity to
   paralysis and the ability to see invisible things.  It activates for 
   word of recall every 200 turns.  It cannot be harmed by the
   elements.  
u) 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.  
v) The Lochaber Axe 'Mundwine' (3d8) (+12,+17)
   It slays animals, demons, and all evil creatures.  It provides
   resistance to acid, lightning, fire, and cold.  It cannot be harmed
   by the elements.  
w) The Short Bow of Amras (x2) (+12,+15) (+1 to speed)
   It increases your intelligence, wisdom, and dexterity by 1.  It
   increases your speed, shooting speed, and shooting power by 1.  It
   provides resistance to lightning, fire, and cold.  It slows your
   metabolism.  It cannot be harmed by the elements.  
x) 29 Bolts of Slay Evil (1d5) (+8,+7)
   It slays all evil creatures.  


  [Options]

Adult: Maximize effect of race/class bonuses : yes (adult_maximize)
Adult: Randomize some of the artifacts (beta): no  (adult_randarts)
Adult: Auto-scum for good levels             : yes (adult_autoscum)
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: Don't stack objects on the floor      : no  (adult_no_stacking)
Adult: Preserve artifacts when leaving level : no  (adult_no_preserve)
Adult: 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 1.10.2007 00:46
Last updated on 2.11.2007 20:19

Download this dump

6926. on the Ladder (of 18514)
2929. on the Angband Ladder (of 6209)
7. for this player (out of 18)

Comments

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On 1.10.2007 00:48 Dragonboneman wrote:
I think I'm perhaps a little too deep with my pathetic hit points and lack of blindness & confusion resistance.
On the other hand, this is the earliest I've ever found boots of speed.

On 2.10.2007 23:38 Djabanete wrote:
Yeah, probably - but that's when it's most fun!

I like to rate characters in terms of their dlvl/clvl ratio, so you're doing very well. Now don't die. =)

On 2.10.2007 23:48 Dragonboneman wrote:
See the forum for my latest exciting opportunity to get butchered.

On 6.10.2007 18:40 Dragonboneman wrote:
A couple of options for RConf now, but wearing Dali-i-thalion costs speed, while Bronze DSM + shield of Resistance costs mana due to weight and Bronze DSM + Defender costs CON and a tiny bit of mana. Tricky.

On 7.10.2007 10:20 Dragonboneman wrote:
Got nexus-scrambled, which is really causing problems with encumbrance.

On 9.10.2007 22:01 Dragonboneman wrote:
Telethel is now officially my highest-level mage. Rift is fun.

On 9.10.2007 22:04 Dragonboneman wrote:
Oops, make that joint-highest. I had a Lvl 36 High-Elf who found Ringil but got killed by an Ethereal Dragon.

On 10.10.2007 01:56 Djabanete wrote:
Yeah, better watch out for those Death Drakes and Ethereal Dragons ;)

Ooooh, nice boots.

On 10.10.2007 14:23 Seany C wrote:
Hmm, I think I'd go for c) here and then once you've got a few more STR pots, swap the STR ring for a CON ring to get those HPs up...

Then again, with cautious detecting and judicious use of TeleAway, you might be OK to about 2450' without RNether (too many nether breathers/bolters after that)...

On 10.10.2007 17:15 Paffa wrote:
Eh, get a =Con ASAP. With those hp's you can't melee anything so STR isn't needed. Light & Darkness resistances would be hot, with those hp's drakes can kill you in one turn.

On 10.10.2007 17:35 Dragonboneman wrote:
The =STR is not for melee, it is to prevent loss of speed through encumbrance.
Believe it or not I haven't found any =CON yet, but will happily swap when I do.

On 10.10.2007 20:17 Dragonboneman wrote:
Nudging a little deeper wearing Dal-i-thalion. So far the loss of speed isn't causing as many problems as I thought it would. I also have a CON ring at last, so my HP aren't as dire as they were.

On 11.10.2007 19:26 Dragonboneman wrote:
Just cleared out a great big vault with Teleport Other. Look at all the goodies!

On 11.10.2007 21:13 Paffa wrote:
Wield Gondor. With light & darkness resistances covered and heroic saving throw you won't get blinded by anything. It'll also give you much-needed HP.

On 11.10.2007 21:22 Dragonboneman wrote:
Thanks Paffa. I haven't configured my kit yet, but doubtless would have worried about RBlind.

On 12.10.2007 13:46 Dragonboneman wrote:
Turns out Gondor has RBlind anyway. Sound, too. It's poison that's the worry right now, it's preventing me from wielding Ringil.

On 12.10.2007 19:04 Dragonboneman wrote:
Barahir solves that little problem nicely. Not much to do now but keep diving and hope for more CON.

On 12.10.2007 22:00 Djabanete wrote:
Holy moly... Ringil and Cubragol???

On 12.10.2007 22:14 Dragonboneman wrote:
Not too shabby, considering I'm barely halfway through the dungeon.

On 14.10.2007 07:52 Dragonboneman wrote:
Almost got killed (70 HP) by a mana storm from the Mouth of Sauron, but lived. I don't have my old monster memory which is one more reason to be careful.
On the bright side, an entertaining battle with Khamul in a complex greater vault brought me up to CL 41 and I now have all the spellbooks.

On 14.10.2007 14:16 Dragonboneman wrote:
Real brown trouser moment a few minutes ago when I foolishly tried to take on Azriel. He breathed nether immediately and left me on 3 HP! I teleported, and landed in a room with a beholder but fortunately I was able to heal and survive. Haven't a clue how I'm supposed to kill Azriel.
I'm still diving though, now past 4000', and pretty much only killing Great Wyrms and uniques. Fundin put me on Clvl 42 and dropped the Necklace of the Dwarves, which gives me a few extra HP.

On 14.10.2007 16:06 Paffa wrote:
You'd better leave Azriel alone for now, he's a toughie. You'd still need more con, but it seems impossible with your current inventory.

I see no need for all those !Speed when the 4th spellbook has haste self.

On 14.10.2007 22:18 Dragonboneman wrote:
It looks Thorin will be essential for max HP and any hope of victory. I'm sure it's bound to show up sooner or later, I've found it several times before and Banishment allows me to clear vaults of non-unique monsters.
The !Speed serve no real purpose but I often carry a redundant stack of potions to give cold attacks something else to target.

On 2.11.2007 20:19 Dragonboneman wrote:
Decided tp play for a bit after a break and this is what happens.
That bastard Gothmog's killed me twice now. This time, I wiped out his escort with Banishment, rested to restore my HP from that, and he just sauntered over and instakilled me with a single breath. I was just scumming for a way to max HP before going for the win, too.

On 2.11.2007 20:26 Dragonboneman wrote:
Killed by fire after finding Narya, too. Well done me.

On 2.11.2007 21:47 Djabanete wrote:
Holy crap! How much damage can he do when you have single resist?!
It really sucks to die that way, I've had similar things happen... Just minding your own business, resting or walking, and something just kills you that you *know* you could have beaten if you'd been at full HP and prepared...

On 3.11.2007 02:21 Nick wrote:
533 single resisted. This is why you always need double resist for the basics - it was an unfortunate combination of circumstances that had you on single resist and not full HP when he turned up.

On 3.11.2007 08:05 Dragonboneman wrote:
It's hard to be certain, but it seemed as though Gothmog moved into LOS at the same time as he breathed. Either that or his entering LOS didn't break me out of rest mode. The only thing I'm sure of is that I wasn't given a chance to act.

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