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

  [Angband 3.1.0 beta Character Dump]

 Sex    Male         Age            126   STR! 18/100  +1  -5 +11 18/170
 Race   High-Elf     Height          80   INT! 18/100  +3  +3  +6 18/***
 Class  Mage         Weight         196   WIS! 18/100  -1  +0  +5 18/140
 Title  Arch-Mage    Social      Lordly   DEX! 18/100  +3  +1  +8 18/***
 HP     -35/908      Maximize         Y   CON! 18/100  +1  -2 +11 18/200
 SP     261/377                           Chr! 18/100  +5  +1  +8 18/*** 18/***


 Level               50   Armor   [51,+133]     Saving Throw        100%
 Cur Exp       24201286   Fight   (+51,+41)     Stealth           Superb
 Max Exp       24201286   Melee   (+63,+53)     Fighting          Superb
 Adv Exp       ********   Shoot   (+68,+19)     Shooting          Superb
 MaxDepth  5000' (L100)   Blows      4/turn     Disarming            93%
 Turns          5974357   Shots      1/turn     Magic Device   Legendary
 Gold           6006394   Infra       40 ft     Perception        1 in 1
 Burden       180.6 lbs   Speed          18     Searching            34%

 You are one of several children of a Telerin Mage.  You have light
 grey eyes, wavy blond 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]

> The Glabrezu screams in agony.
> The Vrock cries out feebly.
> The Vrock screams in pain.
> The Vrock is destroyed.
> Morgoth, Lord of Darkness invokes a mana storm.
> The Small wooden chest is destroyed!
> The Small steel chest is destroyed!
> The Dogwood Staff of Sleep Monsters is destroyed!
> The Full Plate Armour is destroyed!
> The Elder vampire grunts with pain.
> The Glabrezu is destroyed.
> The Vrock is destroyed.
> The Bile Demon grunts with pain.
> The Vrock is destroyed.
> You die.

Killed by Morgoth, Lord of Darkness.

  [Character Equipment]

a) The Mace 'Taratol' (3d4) (+12,+12)
     Provides immunity to lightning.
     Provides resistance to lightning.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it hastens you for d20+20 turns.
     It takes d100+100 turns to recharge after use.
     With this weapon, you would currently get 4 blows per round.  Each
     blow will do an average damage of 75.5 against
     electricity-vulnerable creatures, 90.5 against dragons, and 60.5
     against normal creatures.
b) The Long Bow of Bard (x3) (+17,+19) (+2)
     +2 dexterity, speed, shooting power.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
c) The Ring of Power 'Nenya' (+8,+8) (+2)
     +2 strength, intelligence, wisdom, dexterity, constitution, 
     charisma, speed.
     Provides immunity to cold.
     Provides resistance to cold, blindness.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains intelligence, wisdom, constitution.
     Feather Falling.
     Speeds regeneration.
     Prevents paralysis.
     Stops experience drain.
     Grants telepathy.
     Grants the ability to see invisible things.
     When activated, it restores your experience to full.
     It takes 2d50+200 turns to recharge after use.
d) The Ring of Power 'Narya' (+6,+6) (+1)
     +1 strength, intelligence, wisdom, dexterity, constitution, 
     charisma, speed.
     Provides immunity to fire.
     Provides resistance to fire, fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, constitution.
     Slows your metabolism.
     Speeds regeneration.
     Prevents paralysis.
     Grants telepathy.
     Grants the ability to see invisible things.
     When activated, it grants you protection from evil for 1d25 plus 3 
     times your character level turns.
     It takes 4d50+200 turns to recharge after use.
e) The Elfstone 'Elessar' (+7,+7) [+10] (+2)
     +2 strength, wisdom, charisma, speed.
     Provides resistance to fire, poison, fear.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it heals 500 hit points.
     It takes 200 turns to recharge after use.
f) The Arkenstone of Thrain
     Provides resistance to light, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     Stops experience drain.
     Grants the ability to see invisible things.
     When activated, it detects treasure, objects, traps, doors, stairs, 
     rRadius 3 light.
g) The Adamantite Plate Mail 'Soulkeeper' (-4) [40,+20] (+2)
     +2 constitution.
     Provides resistance to acid, cold, fear, dark, confusion, nexus, 
     nether, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains constitution.
     Stops experience drain.
     When activated, it heals 1000 hit points.
     It takes 444 turns to recharge after use.
h) The Cloak 'Colannon' [1,+15] (+3)
     +3 stealth, speed.
     Provides resistance to nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it teleports you randomly up to 100 squares away.
     It takes 45 turns to recharge after use.
i) The Small Metal Shield of Thorin [4,+25] (+4)
     +4 strength, constitution.
     Provides immunity to acid.
     Provides resistance to fear, sound, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
j) The Metal Cap of Celebrimbor [3,+18] (+3 searching)
     +3 intelligence, dexterity, charisma, searching.
     Provides resistance to acid, fire, shards, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
k) The Set of Leather Gloves 'Cambeleg' (+7,+7) [1,+14] (+2)
     +2 strength, constitution.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
l) a Pair of Leather Boots of Speed [2,+16] (+9)
     +9 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) 3 Books of Magic Spells [Sorcery and Evocations] {!k!d!v}
e) 2 Books of Magic Spells [Resistances of Scarabtarices] {!k!d!v}
     Cannot be harmed by acid, electricity, fire, cold.
f) a Book of Magic Spells [Raal's Tome of Destruction] {!k!d!v}
     Cannot be harmed by acid, electricity, fire, cold.
g) a Book of Magic Spells [Mordenkainen's Escapes] {!k!d!v}
     Cannot be harmed by acid, electricity, fire, cold.
h) a Book of Magic Spells [Kelek's Grimoire of Power] {!v!d!k}
     Cannot be harmed by acid, electricity, fire, cold.
i) 12 Pungent Potions of Cure Critical Wounds
j) 13 Black Potions of Healing
k) 9 Yellow Speckled Potions of *Healing*
     It can be thrown at creatures with damaging effect.
l) 8 Clotted Red Potions of Life
     It can be thrown at creatures with damaging effect.
m) 9 Yellow Potions of Restore Mana
n) 4 Molybdenum Rods of Detection {!k!v!d@z0}
     Cannot be harmed by electricity.
o) a Gold-Plated Rod of Probing
p) a Lead-Plated Rod of Restoration (charging) {!k!d!v}
     Cannot be harmed by electricity.
q) a Zircon Ring of Speed (+14)
     +14 speed.
r) 11 Arrows of Slay Demon (1d4) (+16,+11)
     Fired from your current missile launcher, this arrow will hit targets
     up to 160 feet away, inflicting an average damage of 487.5 against
     dragons, 487.5 against demons, and 162.5 against normal creatures.
     35% chance of breaking upon contact.
s) 10 Arrows of Slay Undead (1d4) (+9,+18)
     Fired from your current missile launcher, this arrow will hit targets
     up to 160 feet away, inflicting an average damage of 592.5 against
     dragons, 592.5 against undead, and 197.5 against normal creatures.
     35% chance of breaking upon contact.
t) 15 Arrows of Slay Evil (1d4) (+8,+15)
     Fired from your current missile launcher, this arrow will hit targets
     up to 160 feet away, inflicting an average damage of 365 against
     evil creatures, 547.5 against dragons, and 182.5 against normal
     creatures.
     35% chance of breaking upon contact.
u) 79 Arrows of Flame (1d4) (+1,+1)
     Cannot be harmed by fire.
     Fired from your current missile launcher, this arrow will hit targets
     up to 160 feet away, inflicting an average damage of 337.5 against
     dragons, 337.5 against fire-vulnerable creatures, and 112.5
     against normal creatures.
     35% chance of breaking upon contact.
v) 16 Seeker Arrows of Slay Evil (4d4) (+15,+17)
     Fired from your current missile launcher, this arrow will hit targets
     up to 160 feet away, inflicting an average damage of 460 against
     evil creatures, 690 against dragons, and 230 against normal
     creatures.
     35% chance of breaking upon contact.
w) 18 Seeker Arrows of Slay Evil (4d4) (+15,+14)
     Fired from your current missile launcher, this arrow will hit targets
     up to 160 feet away, inflicting an average damage of 430 against
     evil creatures, 645 against dragons, and 215 against normal
     creatures.
     35% chance of breaking upon contact.


  [Home Inventory]

a) 2 Books of Magic Spells [Tenser's Transformations] {!k!d!v}
     Cannot be harmed by acid, electricity, fire, cold.
     
b) 12 Black Potions of Healing
     When ingested, it heals you a really large amount (35% of max HP, 
     minimum 300HP), heals cut damage, and cures stunning, poisoning, b
     lindness, and confusion.
     Provides nourishment for about 100 turns under normal conditions.
c) 6 Yellow Potions of Restore Mana
     When ingested, it restores your mana points to maximum.
d) The Ring of Barahir (+1)
     +1 strength, intelligence, wisdom, dexterity, constitution, 
     charisma, stealth.
     Provides resistance to poison, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     
e) The Ring of Tulkas (+4)
     +4 strength, dexterity, constitution.
     Provides resistance to fear.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it hastens you for d75+75 turns.
     It takes d150+150 turns to recharge after use.
f) a Mother-of-Pearl Amulet of Weaponmastery (+3,+4) (+3)
     +3 strength.
     Provides resistance to fear, disenchantment.
     Sustains strength, constitution.
     Prevents paralysis.
     
g) The Amulet of Ingwe (+3)
     +3 intelligence, wisdom, charisma, infravision.
     Provides resistance to acid, lightning, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
     When activated, it deals five times your level's damage to all evi
     l creatures that you can see.
     It takes d50+50 turns to recharge after use.
h) The Balance Dragon Scale Mail 'Mediator' (-4) [30,+25]
     Provides resistance to confusion, sound, shards, nexus, chaos, 
     disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     Slows your metabolism.
     Speeds regeneration.
     Prevents paralysis.
     Aggravates creatures nearby.
     
     When activated, it fires a ball of electricity in all directions, 
     each one causing 150 damage.
     It takes 50 turns to recharge after use.
i) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3)
     +3 intelligence, wisdom, constitution.
     Provides resistance to acid, poison, confusion.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it destroys all traps and doors surrounding you.
     It takes 10 turns to recharge after use.
j) The Full Plate Armour of Isildur [26,+23] (+1)
     +1 constitution.
     Provides resistance to acid, lightning, fire, cold, confusion, 
     sound, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     
k) The Mithril Chain Mail 'Belegennon' (-1) [28,+20] (+4)
     +4 stealth.
     Provides resistance to acid, lightning, fire, cold, poison.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it teleports you randomly up to 10 squares away.
     It takes 2 turns to recharge after use.
l) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4)
     +4 strength, charisma.
     Provides resistance to acid, lightning, fire, cold, dark, 
     disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it removes all non-unique monsters represented by 
     a chosen symbol from the level, dealing you damage in the process.
     It takes 500 turns to recharge after use.
m) The Mithril Shield of Gil-galad [10,+20] (+5)
     +5 wisdom, charisma.
     Provides resistance to acid, lightning, dark, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains wisdom, dexterity, charisma.
     
     When activated, it fires a line of light in all directions, each o
     ne causing 10d8 damage.
     It takes 100 turns to recharge after use.
     Radius 1 light.
n) The Jewel Encrusted Crown of Numenor [0,+18] (+3)
     +3 intelligence, dexterity, charisma, searching, speed.
     Provides resistance to cold, light, dark, blindness, sound, shards.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
     Radius 1 light.
o) The Iron Helm of Dor-Lomin [5,+20] (+4)
     +4 strength, dexterity, constitution.
     Provides resistance to acid, lightning, fire, cold, fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.
     Grants the ability to see invisible things.
     
     Radius 1 light.
p) The Iron Helm 'Holhenneth' [5,+6] (+2)
     +2 intelligence, wisdom, searching.
     Provides resistance to blindness, confusion.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants the ability to see invisible things.
     
     When activated, it detects treasure, objects, traps, doors, stairs, q) The
Pair of Leather Boots 'Dal-i-thalion' [2,+15] (+5)

      +5 dexterity.
     Provides resistance to confusion, nether, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains constitution.
     Prevents paralysis.
     
     When activated, it cures you of fear and poison.
     It takes 5 turns to recharge after use.
r) The Pair of Steel Shod Boots of Thror [6,+20] (+3)
     +3 strength, constitution, speed.
     Provides resistance to fear.
     Cannot be harmed by acid, electricity, fire, cold.
     
s) The Short Sword 'Sting' (1d6) (+9,+9) (+2) {!k!d!v!t@w0}
     +2 strength, dexterity, constitution, speed, attack speed.
     Provides resistance to fear, light.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
     Radius 1 light.
     With this weapon, you would currently get 6 blows per round.  Each
     blow will do an average damage of 59 against animals, 59 against
     evil creatures, 62.5 against orcs, 62.5 against undead, and 55.5
     against normal creatures.
t) The Spear of Orome (4d6) (+13,+14) (+4) {!k!v!d!t@w0}
     +4 intelligence, infravision, speed.
     Provides resistance to fire, light.
     Cannot be harmed by acid, electricity, fire, cold.
     Blessed by the gods.
     Feather Falling.
     Grants the ability to see invisible things.
     
     When activated, it turns rock into mud.
     It takes 5 turns to recharge after use.
     Radius 1 light.
     With this weapon, you would currently get 4 blows per round.  Each
     blow will do an average damage of 83 against animals, 97 against
     giants, 97 against fire-vulnerable creatures, and 69 against
     normal creatures.
u) The Spear 'Aeglos' (3d6) (+15,+25) [+5] (+4)
     +4 wisdom, dexterity.
     Provides resistance to cold, fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Blessed by the gods.
     Slows your metabolism.
     Prevents paralysis.
     
     When activated, it creates a frost ball with damage 100.
     It takes 35 turns to recharge after use.
     With this weapon, you would currently get 4 blows per round.  Each
     blow will do an average damage of 87 against evil creatures, 97.5
     against orcs, 97.5 against trolls, 97.5 against frost-vulnerable
     creatures, 118.5 against undead, and 76.5 against normal creatures.
v) The Battle Axe of Balli Stonehand (3d8) (+8,+11) [+5] (+3)
     +3 strength, constitution, stealth.
     Provides resistance to acid, lightning, fire, cold, blindness.
     Cannot be harmed by acid, electricity, fire, cold.
     Feather Falling.
     Speeds regeneration.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
     With this weapon, you would currently get 4 blows per round.  Each
     blow will do an average damage of 95.5 against orcs, 95.5 against
     trolls, 95.5 against demons, and 68.5 against normal creatures.
w) The Quarterstaff of Olorin (2d9) (+10,+13) (+4)
     +4 intelligence, wisdom, charisma.
     Provides resistance to fire, nether.
     Cannot be harmed by acid, electricity, fire, cold.
     Stops experience drain.
     Grants the ability to see invisible things.
     
     When activated, it gives you information on the health and abiliti
     es of monsters you can see.
     It takes 20 turns to recharge after use.
     With this weapon, you would currently get 4 blows per round.  Each
     blow will do an average damage of 74 against evil creatures, 84
     against orcs, 84 against trolls, 84 against fire-vulnerable
     creatures, 104 against demons, and 64 against normal creatures.
x) The Heavy Crossbow of Umbar (x4) (+18,+18) (+2)
     +2 strength, constitution, shooting power.
     Provides resistance to lightning, light, dark, blindness.
     Cannot be harmed by acid, electricity, fire, cold.
     Aggravates creatures nearby.
     
     When activated, it fires a magical arrow with damage 150.
     It takes d20+20 turns to recharge after use.


  [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    : 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 12.4.2009 01:48
Last updated on 27.4.2009 05:36

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1052. on the Ladder (of 12557)
163. on the Angband Ladder (of 3681)
Best for this player (out of 2)

Comments

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On 12.4.2009 10:29 dagitj@gmail.com wrote:
My arrows are my secret weapon. Between my Orome and the bow of the bard I rarely cast attack spells.

On 13.4.2009 01:04 dagitj@gmail.com wrote:
I found Dor-Lomin and I really want to wear it, but I'm ready to give up my current bonuses to int and resist blindness that I'm getting from Holhenneth.

On 13.4.2009 02:42 Pete Mack wrote:
Why not use Thranduil as a compromise? It gives RBlind and +2 INT, as well as ESP?

On 13.4.2009 02:45 dagitj@gmail.com wrote:
Oh, right I forgot I had it. In the past I didn't use it because I needed some RConf too, but I have that from Isildur these days.

Thanks for pointing that out.

On 15.4.2009 08:08 dagitj@gmail.com wrote:
I have so many nice artifacts I'm really not sure what gear to wear these days.

On 20.4.2009 07:22 dagitj@gmail.com wrote:
Found my first ever ring of power, Narya.

On 27.4.2009 05:36 dagitj@gmail.com wrote:
I thought I was taking it slow and doing well against Morgoth. I had him down to about 40% health. The turn before I died, I had about 600 or 700 hp. Then Morgoth cast a mana storm and I died that round. Very disappointing.

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