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The Angband Ladder: Dagit, High-Elf Mage by <dagitj@gmail.com>

  [Angband 3.1.0 beta Character Dump]

 Sex    Male         Age            128   STR:  18/31  +1  -5  +0     18
 Race   High-Elf     Height          93   INT:  18/86  +3  +3  +9 18/***
 Class  Mage         Weight         185   WIS:     16  -1  +0  +2     17
 Title  Evoker       Social  Well-liked   DEX:     16  +3  +1  +0  18/20
 HP     -6/233       Maximize         Y   CON:  18/22  +1  -2  +0  18/12
 SP     220/241                           CHR:  18/48  +5  +1  +0 18/108


 Level               30   Armor    [17,+70]     Saving Throw         79%
 Cur Exp         209686   Fight     (+4,+2)     Stealth           Superb
 Max Exp         218216   Melee   (+14,+11)     Fighting       Excellent
 Adv Exp         230000   Shoot   (+12,+18)     Shooting       Excellent
 MaxDepth   1950' (L39)   Blows      1/turn     Disarming            73%
 Turns          3657087   Shots      1/turn     Magic Device   Legendary
 Gold              1881   Infra       40 ft     Perception       1 in 16
 Burden       104.1 lbs   Speed          10     Searching            19%

 You are one of several children of a Noldorin Ranger.  You have light
 grey eyes, straight silver 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:.............


  [Last Messages]

> Target Selected.
> Lorgan, Chief of the Easterlings shrugs off the attack.
> Lorgan, Chief of the Easterlings magically summons monsters!
> Target Selected.
> The Master lich shrugs off the attack.
> The Master lich looks deep into your eyes.
> Your mind is blasted by psionic energy.
> Low hitpoint warning!
> *** LOW HITPOINT WARNING! ***
> You feel yourself moving slower!
> The Young multi-hued dragon breathes frost.
> The 7-headed hydra grunts with pain.
> The Manticore grunts with pain.
> Lorgan, Chief of the Easterlings resists a lot.
> You die.

Killed by a Young multi-hued dragon.

  [Character Equipment]

a) a Main Gauche (Defender) (1d5) (+10,+9) [+8] (+3 stealth)
     +3 stealth.
     Provides resistance to acid, lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains charisma.
     Feather Falling.
     Speeds regeneration.
     Prevents paralysis.
     Grants the ability to see invisible things.
     With this weapon, you would currently get 1 blow per round,
     averaging a damage of 14 against normal creatures.
b) a Short Bow of Power (x2) (+8,+18)
c) an Obsidian Ring of Intelligence (+3)
     +3 intelligence.
     Sustains intelligence.
d) an Obsidian Ring of Intelligence (+4)
     +4 intelligence.
     Sustains intelligence.
e) an Amber Amulet of Slow Digestion
     Slows your metabolism.
f) The Phial of Galadriel
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it lights up the surrounding area, hurting light-s
     ensitive creatures.
     It takes 10 turns to recharge after use.
     Radius 3 light.
g) Soft Leather Armour of Elvenkind [4,+11] (+1 stealth)
     +1 stealth.
     Provides resistance to acid, lightning, fire, cold, blindness.
     Cannot be harmed by acid, electricity, fire, cold.
h) a Cloak of Protection [1,+14]
     Provides resistance to shards.
     Cannot be harmed by acid, electricity, fire, cold.
i) a Leather Shield of Elvenkind [6,+9] (+3 stealth)
     +3 stealth.
     Provides resistance to acid, lightning, fire, cold, confusion.
     Cannot be harmed by acid, electricity, fire, cold.
j) The Hard Leather Cap of Thranduil [2,+10] (+2)
     +2 intelligence, wisdom.
     Provides resistance to blindness.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.
k) The Set of Leather Gloves 'Cammithrim' [1,+10]
     Provides resistance to light.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains constitution.
     Prevents paralysis.
     When activated, it fires a magic missile with damage 3d4.
     It takes 2 turns to recharge after use.
     Radius 1 light.
l) a Pair of Iron Shod Boots of Speed [3,+6] (+10)
     +10 speed.


  [Character Inventory]

a) 2 Books of Magic Spells [Magic for Beginners] {!k!d!v}
b) 2 Books of Magic Spells [Conjurings and Tricks] {!k!d!v}
c) 2 Books of Magic Spells [Incantations and Illusions] {!k!d!v}
d) 2 Books of Magic Spells [Sorcery and Evocations] {!k!d!v}
e) a Book of Magic Spells [Resistances of Scarabtarices] {!k!d!v}
     Cannot be harmed by acid, electricity, fire, cold.
f) 5 Icky Green Potions of Cure Serious Wounds
g) 2 Metallic Red Potions of Restore Mana
h) a Brown Potion of Enlightenment
i) 6 Scrolls titled "repes lam vo" of Word of Recall {!k!d!v}
j) a Scroll titled "admitas or ins" of Protection from Evil
k) a Pewter Rod of Treasure Location
l) a Zinc-Plated Rod of Detection {!k!d!v@z0}
     Cannot be harmed by electricity.
m) a Silver-Plated Rod of Slow Monster
n) a Tin Wand of Frost Bolts (7 charges)
o) a Magnesium Wand of Teleport Other (8 charges)
p) a Gnarled Staff of Sleep Monsters (10 charges)
q) a Silver Staff of Teleportation (8 charges) {!k!d!v}
r) a Rhodonite Ring of Searching (+2)
     +2 searching.
s) a Garnet Ring of Damage (+0,+7)
t) a Mother-of-Pearl Amulet of Wisdom (+2)
     +2 wisdom.
     Sustains wisdom.
u) a Hard Leather Cap of Telepathy [2,+10]
     Grants telepathy.
v) a Great Hammer of Westernesse (8d1) (+6,+15) (+1)
     +1 strength, dexterity, constitution.
     Prevents paralysis.
     Grants the ability to see invisible things.
     With this weapon, you would currently get 1 blow per round,
     averaging a damage of 41 against orcs, 41 against trolls, 41
     against giants, and 25 against normal creatures.
w) 5 Arrows of Slay Evil (1d4) (+4,+10)
     Fired from your current missile launcher, this arrow will hit targets
     up to 100 feet away, inflicting an average damage of 122 against
     evil creatures, and 61 against normal creatures.
     35% chance of breaking upon contact.


  [Home Inventory]

a) 3 Books of Magic Spells [Magic for Beginners] {!k!d!v}
b) 2 Books of Magic Spells [Conjurings and Tricks] {!k!d!v}
c) 2 Black Mushrooms of Clear Mind
     When ingested, it cures confusion and hallucination, removes fear 
     and grants you temporary resistance to confusion.
     Provides nourishment for about 250 turns under normal conditions.
d) 2 White Mushrooms of Sprinting
     When ingested, it hastes you for a while, but then makes you slowe
     r for a while afterward.
     Provides nourishment for about 250 turns under normal conditions.
e) 8 Icky Green Potions of Cure Serious Wounds
     When ingested, it heals you a fair amount (1/5 of your wounds, min
     imum 25HP), heals cut damage, and cures blindness and confusion.
     Provides nourishment for about 75 turns under normal conditions.
f) a Red Speckled Potion of Life
     When ingested, it restores 5000 hit points, restores experience an
     d stats, heals cut damage, and cures stunning, poison, blindness, 
     and confusion.
     It can be thrown at creatures with damaging effect.
g) 6 Scrolls titled "nios reposubi" of Teleportation
     When read, it teleports you randomly up to 100 squares away.
h) 2 Scrolls titled "abrus exhor" of Magic Mapping
     When read, it maps the area around you in a 30-radius circle.
i) a Scroll titled "lacansim quo" of *Remove Curse*
     When read, it removes all curses from all equipped items.
j) 14 Scrolls titled "se am pro qui" of Deep Descent
     When read, it transports you two or three levels below your maximu
     m dungeon depth.
k) a Pearl Ring of Protection [+16]
l) a Pearl Ring of Protection [+13]
m) a Lapis Lazuli Ring of Escaping (+4 speed)
     +4 speed.
     Makes you unable to hit foes.
     
n) Soft Leather Armour of Elvenkind [4,+9] (+1 stealth)
     +1 stealth.
     Provides resistance to acid, lightning, fire, cold, shards.
     Cannot be harmed by acid, electricity, fire, cold.
     
o) The Cloak of Thorongil [1,+10]
     Provides resistance to acid, fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
p) a Cloak of Stealth [1,+9] (+3 stealth)
     +3 stealth.
     
q) a Hard Leather Cap of Seeing [2,+9] (+4 searching)
     +4 searching.
     Provides resistance to blindness.
     Grants the ability to see invisible things.
     
r) a Hard Leather Cap of Beauty [2,+3] (+4)
     +4 charisma.
     Sustains charisma.
     
s) a Hard Leather Cap of Intelligence [2,+9] (+2)
     +2 intelligence.
     Sustains intelligence.
     
t) The Metal Cap of Thengel [3,+12] (+3)
     +3 wisdom, charisma.
     Provides resistance to confusion.
     Cannot be harmed by acid, electricity, fire, cold.
     
u) The Set of Gauntlets 'Paurnimmen' [3,+14]
     Provides resistance to cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Slows your metabolism.
     
     When activated, it creates a frost bolt with damage 6d8.
     It takes 7 turns to recharge after use.
v) a Set of Gauntlets of Free Action [3,+11]
     Prevents paralysis.
     
w) The Dagger 'Nimthanc' (2d4) (+4,+6)
     Provides resistance to cold.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it creates a frost bolt with damage 6d8.
     It takes 7 turns to recharge after use.
     With this weapon, you would currently get 1 blow per round,
     averaging a damage of 23 against frost-vulnerable creatures, and 
     13 against normal creatures.
x) The Short Sword 'Dagmor' (1d7) (+3,+7) (+2)
     +2 attack speed.
     Cannot be harmed by acid, electricity, fire, cold.
     Slows your metabolism.
     Speeds regeneration.
     
     With this weapon, you would currently get 3 blows per round.  Each
     blow will do an average damage of 17 against animals, 21 against
     poison-vulnerable creatures, and 13 against normal creatures.


  [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    : yes (adult_ai_learn)
Adult: Monsters exploit players weaknesses   : yes (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 10.3.2009 08:26
Last updated on 16.3.2009 07:45

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9179. on the Ladder (of 15376)
3228. on the Angband Ladder (of 4775)
Second best for this player (out of 2)

Comments

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On 10.3.2009 08:26 dagitj@gmail.com wrote:
I found the boots of speed on Lagduf at a depth of 400'.

On 16.3.2009 07:47 dagitj@gmail.com wrote:
A master lich took me down from about 150 HP to 30 HP in just one attack. Some sort of psionic blast. I teleported but it put me next to the young bronze, he breathed and I died. Not sure what I could have done differently. It was almost a freak accident.

On 16.3.2009 16:48 Donald Jonker wrote:
Depending on how crowded you were with other monsters, -telOther might've been a better call. Taking on a summoner like Lorgan with low max HP also could have been unwise. But all probably just a hazard of playing a mage.

On 16.3.2009 21:47 dagitj@gmail.com wrote:
Actually, I didn't try to take on Logran. I had teleported away from him but I teleported next to the master lich.

Also, you mention that I have low max hit points, but I have 18/12 CON and I'm high-elf. I don't see how to have higher hit points.

On 17.3.2009 05:07 Pete Mack wrote:
Even this:

v) a Great Hammer of Westernesse (8d1) (+6,+15) (+1)

would have kept you alive. (You were at -6HP). In any case, -Teleport other on the Master lich when he was summoned would have been good. And Lorgan is a pretty tough target, even for a Warrior or Ranger.

Finally, and most importantly: when you are really down on HP, you should use Teleport Level rather than Teleport to escape. It's much safer.


On 17.3.2009 05:08 Pete Mack wrote:
Whoops: I didn't read your post carefully. Teleport Other is the best defense. Use it on Lorgan before he gets a move.

On 17.3.2009 05:31 dagitj@gmail.com wrote:
Hmm...I'm not convinced that a westernesse is better than a defender. Mainly because of the regen, resists and stealth. Although, in my case, I did have the resists and stealth on a lot of other items. The regen is nice because I get my mana back faster making me more effective in the long run.

You're right that a few more hit points would have helped. I wish I could show you a video of the last 100 turns so you could critique how I handled the final bit.

I've always been under the impression that teleport other fails a lot, especially on uniques. Given my int, my failure to cast teleport other was 0%, but I was still under the impression that higher level, and especially unique, monsters can resist the effect. Oh I see that I read that wrong. Someone else recommended teleport other, you suggested teleport level.

Hmm...I guess I hadn't consider stocking teleport level. I'll try that strategy in the future. But, yeah, I didn't try to fight Logran other than hitting him with a magic missile to gauge his hitpoints and I wasn't even low on life when I teleported away from him. I was pretty healthy when I landed next to the master lich, but he brought me to 30 HP in one round with that psionic blast (if I recall correctly the psionic blast did over 120 damage). I guess you're saying, in that situation I should have teleported level instead of a regular teleport. And a scroll of teleport level would have been perfect because it can't fail.

Is the main problem with my character level? Even though I had good gear for that depth, maybe the problem is that I should have had another 10 levels or so for that depth? It seems to me that between dungeon level 35 and 40 the monsters multiply in strength.

On 18.3.2009 18:21 Pete Mack wrote:
If teleport other is at 0% fail, it's a completely reliable escape, at least in V. There are other variants where teleport other can fail.

Your main problem is lack of HP, whether from level or CON. Usually a mage will be wearing 1 ring of CON and 1 ring of INT. (And at INT 18/200 you would still have 0-fail for most spells.)

As for the Westernesse vs Defender, I was mostly pointing out how the lack of HP killed you, and not necessarily wearing Westernesse for on 1 point of CON.


On 18.3.2009 18:24 dagitj@gmail.com wrote:
Thanks for the clarifications.

What HP would you suggest for the depth I was at?

Thanks for all the advice.

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