Ignatius, the high-elf mage

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  • saarn
    Adept
    • Apr 2009
    • 112

    Ignatius, the high-elf mage

    Started a mage two days ago in 3.1.1. Been diving as fast as I can, hoping to beat my previous best of dlvl 54 (dwarf warrior). No artifacts yet, but on the other hand, the black market has been reasonably kind to me. Missing rCold still, and wishing for rBlind.


    Code:
      [Angband 3.1.1 dev Character Dump]
    
     Name   Ignatius                                 Self  RB  CB  EB   Best
     Sex    Male         Age            112   STR:     14  +1  -5  +5     15
     Race   High-Elf     Height          90   INT:     18  +3  +3  +2  18/80
     Class  Mage         Weight         191   WIS:     10  -1  +0  +0      9
     Title  Spellbinder  Social       Liked   Dex:     13  +3  +1  +2  18/10     17
     HP     168/168      Maximize         Y   CON:     16  +1  -2  +3     18
     SP     67/67                             CHR:     11  +5  +1  +0     17
    
    
     Level               22   Armor    [16,+36]     Saving Throw         70%
     Cur Exp          17220   Fight     (+1,+0)     Stealth        Excellent
     Max Exp          17220   Melee    (+14,+9)     Fighting       Very Good
     Adv Exp          19320   Shoot     (+8,+8)     Shooting       Very Good
     MaxDepth   1650' (L33)   Blows      1/turn     Disarming            54%
     Turns           346060   Shots      1/turn     Magic Device      Heroic
     Gold              2303   Infra       40 ft     Perception       1 in 16
     Burden       108.8 lbs   Speed          -1     Searching            19%
    
     You are one of several children of a Telerin Archer.  You have light
     grey eyes, straight blond hair, and a fair complexion.
    
    
    
    rAcid:......+...... rConf:.............
    rElec:....+........ Sound:.............
    rFire:........+.... Shard:.............
    rCold:............. Nexus:.............
    rPois:............. Nethr:.............
    rFear:............. Chaos:.............
    rLite:............+ Disen:.............
    rDark:............. S.Dig:.............
    rBlnd:............. Feath:.......+.....
    
    PLite:............. Aggrv:.............
    Regen:............. Stea.:.......+.....
      ESP:............. Sear.:.............
    Invis:+...........+ Infra:............+
    FrAct:+............ Tunn.:.............
    HLife:............. Speed:.............
    ImpHP:............. Blows:.............
    ImpSP:............. Shots:.............
     Fear:............. Might:.............
    
    
      [Character Equipment]
    
    a) a Scimitar of Westernesse (4d2) (+13,+9) (+2)
         +2 strength, dexterity, constitution.
         Slays orcs, trolls, giants.
         Prevents paralysis.  Grants the ability to see invisible things.
    
         Combat info:
         1 blow/round.
         Average damage/hit: 28.7 vs. orcs, 28.7 vs. trolls, 28.7 vs.
         giants, and 16 vs. others.
    
    b) a Long Bow (x3) (+7,+8)
    c) an Adamantite Ring of Strength (+3)
         +3 strength.
         Sustains strength.
    
    d) a Garnet Ring of Constitution (+1)
         +1 constitution.
         Sustains constitution.
    
    e) a Driftwood Amulet of Resist Lightning
         Provides resistance to lightning.
         Cannot be harmed by electricity.
    
    f) a Lantern (12812 turns)
         Cannot be harmed by fire.
    
         Radius 2 light.
    g) Studded Leather Armour of Resist Acid (-1) [6,+10]
         Provides resistance to acid.
         Cannot be harmed by acid.
    
    h) a Cloak of the Magi [1,+10] (+2)
         +2 intelligence, stealth.
         Cannot be harmed by acid.
         Sustains intelligence.
         Feather Falling.
    
    i) a Wicker Shield of Resist Fire [2,+5]
         Provides resistance to fire.
         Cannot be harmed by fire.
    
    j) an Iron Helm [5,+6]
    k) (nothing)
    l) a Pair of Leather Boots [2,+4]
    
    
     [Character Inventory]
    
    a) a Book of Magic Spells [Magic for Beginners] {@m1@b1@G1!d!v!k}
    b) 2 Books of Magic Spells [Conjurings and Tricks] {@m2@b2@G2!d!v!k}
    c) a Book of Magic Spells [Incantations and Illusions] {@m3@b3@G3!d!v!k}
    d) a Book of Magic Spells [Sorcery and Evocations] {@m4@b4@G4!d!v!k}
    e) 6 Viscous Pink Potions of Cure Serious Wounds
    
         When drunk, it heals you a fair amount (1/5 of your wounds, minimu
         m 25HP), heals cut damage, and cures blindness and confusion.
    
    f) 3 Metallic Red Potions of Cure Critical Wounds
    
         When drunk, it heals you a large amount (1/4 of your wounds, minim
         um 30HP), heals cut damage, and cures stunning, poisoning, blindne
         ss, and confusion.
    
    g) a Misty Potion of Speed
         When drunk, it hastens you for 2d10+20 turns.
    
    h) 2 Light Blue Potions of Resist Poison
         When drunk, it grants temporary resistance to poison for 1d10+10 t
         urns.
    
    i) 7 Scrolls titled "co plis satrae" of Phase Door
         When read, it teleports you randomly up to 10 squares away.
    
    j) a Scroll titled "pultruor" of Treasure Detection
         When read, it detects gold and objects nearby.
    
    k) 5 Scrolls titled "quo spero cles" of Word of Recall
         When read, it returns you from the dungeon or takes you to the dun
         geon after a short delay.
    
    l) a Zinc Rod of Fire Bolts
         When aimed, it creates a fire bolt with damage 12d8.
         Takes 13 turns to recharge at your current speed.
    
    m) a Gold Rod of Frost Bolts
         When aimed, it creates a frost bolt with damage 12d8.
         Takes 11 turns to recharge at your current speed.
    
    n) a Titanium Rod of Lightning Bolts
         When aimed, it creates a lightning bolt with damage 6d6.
         Takes 9 turns to recharge at your current speed.
    
    o) a Steel Wand of Light (5 charges)
    
    
         When aimed, it lights up part of the dungeon in a straight line.
    
    p) a Lead-Plated Wand of Teleport Other (6 charges)
    
         When aimed, it teleports a target monster away.
    
    q) a Bamboo Staff of Mapping (7 charges)
    
         When activated, it maps the area around you.
    
    r) 2 Maple Staves of Teleportation (10 charges) {!u!v!d}
    
         When activated, it teleports you randomly up to 100 squares away.
    
    s) 64 Arrows (1d4) (+0,+0) {@f1=g}
         Combat info:
         Hits targets up to 120 feet away.
         Average damage/hit: 31.8.
         35% chance of breaking upon contact.
    
    
    
      [Home Inventory]
    
    a) a Book of Magic Spells [Conjurings and Tricks] {@m2@b2@G2!d!v!k}
    b) 8 Flasks of oil
         It brands your melee attacks with flames.
    
    c) a Clotted Red Potion of Berserk Strength
         When drunk, it restores 30 hit points, removes fear and grants you
         resistance to fear, +24 to-hit, and -10AC for 1d25+25 turns.
    
    d) a Tangerine Potion of True Seeing
         When drunk, it cures blindness and allows you to see invisible thi
         ngs for 2d6+12 turns.
    
    e) 4 Scrolls titled "im pus cus" of Recharging
         When read, it tries to recharge a wand or staff, destroying the wa
         nd or staff on failure.
    
    f) an Aspen Staff of Identify (3 charges)
    
         When activated, it reveals to you the extent of an item's magical
         powers.
    
    g) a Silver Ring of Protection [+9]
    h) a Bloodstone Ring of Slow Digestion
         Slows your metabolism.
      
    i) a Granite Ring of Feather Falling
         Feather Falling.
      
    j) a Corundum Ring of Free Action
         Prevents paralysis.
      
    k) a Heavy Crossbow (x4) (+8,+6)
    l) 22 Bolts of Flame (1d5) (+5,+5)
         Branded with flames.
         Cannot be harmed by fire.
      
    ============================================================
                       CHAR.
    |   TURN  | DEPTH |LEVEL| EVENT
    ============================================================
             1      0'    1   Began the quest to destroy Morgoth.
          6981    100'    1   Killed Grip, Farmer Maggot's dog
          6981    100'    2   Reached level 2
          6981    100'    3   Reached level 3
         16445    250'    4   Reached level 4
         19837    300'    5   Reached level 5
         25828    300'    6   Reached level 6
         32332    350'    7   Reached level 7
         40826    400'    8   Reached level 8
         47783    400'    9   Reached level 9
         69136    100'   10   Reached level 10
         76502    200'   10   Killed Fang, Farmer Maggot's dog
         94537    500'   11   Reached level 11
        155831    550'   12   Reached level 12
        158465    550'   12   Killed Brodda, the Easterling
        168614    550'   13   Reached level 13
        188832    750'   14   Reached level 14
        210529    800'   15   Reached level 15
        210864    800'   15   Killed Ufthak of Cirith Ungol
        225377    850'   16   Reached level 16
        244236   1050'   17   Reached level 17
        248207   1050'   17   Killed Smeagol
        250339   1100'   18   Reached level 18
        273730   1200'   19   Reached level 19
        290577   1400'   20   Reached level 20
        300352   1500'   21   Reached level 21
        324090   1550'   22   Reached level 22
  • Pete Mack
    Prophet
    • Apr 2007
    • 6883

    #2
    You might want to drop
    j) an Iron Helm [5,+6]
    if you are finding yourself at speed -1 too often. 11 AC is not worth being slowed.

    Comment

    • saarn
      Adept
      • Apr 2009
      • 112

      #3
      now have rbase, rconf/rblind and FA.
      got a nice artifact and a little whacked out by nexus (stupidly decided to add a nexus vortex to my list of fallen enemies), but it could have been worse. . .

      Still walking around at -1 or -2, but not really sure where to make it up-- I guess I could give up the heavy xbow, but I'm liking the damage it does.

      Got roughed up by a pack of etins trying to stomp on some mature dragons. Not really sure how to deal with these guys other than TA-- phase door doesn't work too well on big packs, and my normal group splatting spells don't hit hard enough.

      I'm drowning in FA (got dwarven armor waiting at home for me to get another source of rAcid), and there's even some gloves of FA in town, but not sure if it's worth buying them. Thinking I'll spend my money instead on the arrows of venom and arrows of frost in weapons shop?

      btw-- is there anything I should particularly wait for before dropping below dlvl 50, or should I more or less continue to do first set of stairs and run like hell?

      Code:
       [Angband 3.1.1 dev Character Dump]
      
       Name   Ignatius                                 Self  RB  CB  EB   Best
       Sex    Male         Age            112   STR:     14  +1  -5  +5     15
       Race   High-Elf     Height          90   INT:     16  +3  +3  +4  18/80
       Class  Mage         Weight         191   WIS:     10  -1  +0  +2     11
       Title  Spellbinder  Social       Liked   Dex:     13  +3  +1  +2  18/10     17
       HP     186/186      Maximize         Y   CON:     18  +1  -2  +2  18/10
       SP     76/76                             CHR:     12  +5  +1  +0     18
      
      
       Level               25   Armor    [16,+42]     Saving Throw         73%
       Cur Exp          36192   Fight     (+1,+0)     Stealth        Excellent
       Max Exp          36192   Melee    (+14,+9)     Fighting       Very Good
       Adv Exp          40250   Shoot     (+9,+9)     Shooting       Very Good
       MaxDepth   2000' (L40)   Blows      1/turn     Disarming            56%
       Turns           407259   Shots      1/turn     Magic Device      Heroic
       Gold              6194   Infra       40 ft     Perception        1 in 6
       Burden       113.6 lbs   Speed          -1     Searching            29%
      
       You are one of several children of a Telerin Archer.  You have light
       grey eyes, straight blond hair, and a fair complexion.
      
      
      
      rAcid:......+...... rConf:.........+...
      rElec:....+........ Sound:.............
      rFire:........+.... Shard:.............
      rCold:...+......... Nexus:.............
      rPois:............. Nethr:.............
      rFear:............. Chaos:.............
      rLite:............+ Disen:.............
      rDark:............. S.Dig:.............
      rBlnd:.........+... Feath:.......+...+.
      
      PLite:............. Aggrv:.............
      Regen:............. Stea.:.......+.....
        ESP:............. Sear.:.........+...
      Invis:+........+..+ Infra:............+
      FrAct:+............ Tunn.:.............
      HLife:............. Speed:.............
      ImpHP:............. Blows:.............
      ImpSP:............. Shots:.............
       Fear:............. Might:.............
      
       
      a) a Scimitar of Westernesse (4d2) (+13,+9) (+2)
           +2 strength, dexterity, constitution.
           Slays orcs, trolls, giants.
           Prevents paralysis.  Grants the ability to see invisible things.
      
           Combat info:
           1 blow/round.
           Average damage/hit: 28.7 vs. orcs, 28.7 vs. trolls, 28.7 vs.
           giants, and 16 vs. others.
      
      b) a Heavy Crossbow (x4) (+8,+9)
      c) an Adamantite Ring of Strength (+3)
           +3 strength.
           Sustains strength.
      
      d) an Obsidian Ring of Resist Cold
           Provides resistance to cold.
           Cannot be harmed by cold.
      
      e) a Driftwood Amulet of Resist Lightning
           Provides resistance to lightning.
           Cannot be harmed by electricity.
      
      f) a Lantern (14596 turns)
           Cannot be harmed by fire.
      
           Radius 2 light.
      g) Studded Leather Armour of Resist Acid (-1) [6,+10]
           Provides resistance to acid.
           Cannot be harmed by acid.
      
      h) a Cloak of the Magi [1,+10] (+2)
           +2 intelligence, stealth.
           Cannot be harmed by acid.
           Sustains intelligence.
           Feather Falling.
      
      i) a Wicker Shield of Resist Fire [2,+4]
           Provides resistance to fire.
           Cannot be harmed by fire.
      
      j) The Iron Helm 'Holhenneth' [5,+10] (+2) {!!}
           +2 intelligence, wisdom.
           +10% to searching.
           Provides resistance to blindness, confusion.
           Cannot be harmed by acid, electricity, fire, cold.
           Grants the ability to see invisible things.
      
      k) (nothing)
      l) a Pair of Leather Boots of Slow Descent [2,+7]
           Feather Falling.
      
          324090   1550'   22   Reached level 22
          350933   1700'   22   Found The Iron Helm 'Holhenneth'
          355469   1750'   23   Reached level 23
          364192   1950'   24   Reached level 24

      Comment

      • Pete Mack
        Prophet
        • Apr 2007
        • 6883

        #4
        You've got RConf and RBlind, so you can drop the staffs of Teleportation. Also, Rod of Lightning is garbage. Losing 11 pounds should bring you up to normal speed.

        Comment

        • PowerDiver
          Prophet
          • Mar 2008
          • 2820

          #5
          If Pete's suggestion is not enough, leave your body armor at home. Better to avoid acid attacks, in which case you don't need it.

          Comment

          • saarn
            Adept
            • Apr 2009
            • 112

            #6
            thanks for the tips Pete and Eddie-- ditched the _teleport, my boots of featherfall, | lightning bolt and light, and - stinking cloud. no more speed penalty, but I can't really pick anything else up. hoping I can find some !strength soon, then again I may just get eaten by hungry monsters :-).

            Comment

            • saarn
              Adept
              • Apr 2009
              • 112

              #7
              Just found some armor of resistance, but it's dang heavy. not sure if I should hang on to it or stick with my armor of resist acid and hope nothing big breathes cold at me.

              Also, when is a staff of earthquakes useful? Never been lucky enough to find one before. . .

              Code:
                [Angband 3.1.1 dev Character Dump]
              
               Name   Ignatius                                 Self  RB  CB  EB   Best
               Sex    Male         Age            112   STR:     14  +1  -5  +5     15
               Race   High-Elf     Height          90   INT:     16  +3  +3  +7 18/110
               Class  Mage         Weight         191   WIS:     10  -1  +0  +2     11
               Title  Evoker       Social  Well-liked   DEX:     13  +3  +1  +2  18/10
               HP     178/211      Maximize         Y   CON:     18  +1  -2  +2  18/10
               SP     68/120                            CHR:     12  +5  +1  +0     18
              
              
               Level               28   Armor    [21,+51]     Saving Throw         76%
               Cur Exp         102534   Fight     (+1,+0)     Stealth        Excellent
               Max Exp         102534   Melee    (+14,+9)     Fighting       Excellent
               Adv Exp         115000   Shoot   (+17,+14)     Shooting       Excellent
               MaxDepth   2400' (L48)   Blows      1/turn     Disarming            62%
               Turns           519008   Shots      1/turn     Magic Device      Heroic
               Gold             31370   Infra       40 ft     Perception        1 in 6
               Burden       130.4 lbs   Speed          -2     Searching            29%
              
               You are one of several children of a Telerin Archer.  You have light
               grey eyes, straight blond hair, and a fair complexion.
              
              
              
              rAcid:......+...... rConf:.........+...
              rElec:....+.+...... Sound:.............
              rFire:......+.+.... Shard:.............
              rCold:......+...... Nexus:.............
              rPois:............. Nethr:.............
              rFear:............. Chaos:.............
              rLite:..........+.+ Disen:.............
              rDark:............. S.Dig:.............
              rBlnd:.........+... Feath:.......+.....
              
              PLite:..........+.. Aggrv:.............
              Regen:............. Stea.:.......+.....
                ESP:............. Sear.:.........+...
              Invis:+........+..+ Infra:............+
              FrAct:+.........+.. Tunn.:.............
              HLife:............. Speed:.............
              ImpHP:............. Blows:.............
              ImpSP:............. Shots:.............
               Fear:............. Might:.............
              
              
                [Character Equipment]
              
              a) a Scimitar of Westernesse (4d2) (+13,+9) (+2)
                   +2 strength, dexterity, constitution.
                   Slays orcs, trolls, giants.
                   Prevents paralysis.  Grants the ability to see invisible things.
              
                   Combat info:
                   1 blow/round.
                   Average damage/hit: 29 vs. orcs, 29 vs. trolls, 29 vs. giants, and
                   16.1 vs. others.
              
              ) a Light Crossbow of Accuracy (x3) (+16,+14)
              c) an Adamantite Ring of Strength (+3)
                   +3 strength.
                   Sustains strength.
              
              d) a Jasper Ring of Intelligence (+3)
                   +3 intelligence.
                   Sustains intelligence.
              
              e) a Driftwood Amulet of Resist Lightning
                   Provides resistance to lightning.
                   Cannot be harmed by electricity.
              
              f) a Lantern (12966 turns)
                   Cannot be harmed by fire.
              
                   Radius 2 light.
              g) Metal Scale Mail of Resistance (-2) [12,+15]
                   Provides resistance to acid, lightning, fire, cold.
                   Cannot be harmed by acid, electricity, fire, cold.
              
              h) a Cloak of the Magi [1,+10] (+2)
                   +2 intelligence, stealth.
                   Cannot be harmed by acid.
                   Sustains intelligence.
                   Feather Falling.
              
              i) a Wicker Shield of Resist Fire [2,+4]
                   Provides resistance to fire.
                   Cannot be harmed by fire.
              
              j) The Iron Helm 'Holhenneth' [5,+10] (+2) {!!}
                   +2 intelligence, wisdom.
                   +10% to searching.
                   Provides resistance to blindness, confusion.
                   Cannot be harmed by acid, electricity, fire, cold.
                   Grants the ability to see invisible things.
              
              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.
              
                   Radius 1 light.
              l) (nothing)
              
              
                [Character Inventory]
              
              a) a Book of Magic Spells [Magic for Beginners] {@m1@b1@G1!d!v!k}
              b) a Book of Magic Spells [Conjurings and Tricks] {@m2@b2@G2!d!v!k}
              c) a Book of Magic Spells [Incantations and Illusions] {@m3@b3@G3!d!v!k}
              d) a Book of Magic Spells [Sorcery and Evocations] {@m4@b4@G4!d!v!k}
              e) 3 Viscous Pink Potions of Cure Serious Wounds
                
                   When drunk, it heals you a fair amount (1/5 of your wounds, minimu
                   m 25HP), heals cut damage, and cures blindness and confusion.
              
              f) 3 Metallic Red Potions of Cure Critical Wounds
              
                   When drunk, it heals you a large amount (1/4 of your wounds, minim
                   um 30HP), heals cut damage, and cures stunning, poisoning, blindne
                   ss, and confusion.
              
              g) a Misty Potion of Speed
                   When drunk, it hastens you for 2d10+20 turns.
              
              h) a Light Blue Potion of Resist Poison
                   When drunk, it grants temporary resistance to poison for 1d10+10 t
                   urns.
              
              i) 6 Scrolls titled "co plis satrae" of Phase Door
                   When read, it teleports you randomly up to 10 squares away.
              
              j) 2 Scrolls titled "quo spero cles" of Word of Recall
                   When read, it returns you from the dungeon or takes you to the dun
                   geon after a short delay.
              
              k) 2 Zinc Rods of Fire Bolts {!v!!}
                   When aimed, it creates a fire bolt with damage 12d8.
                   Takes 12 turns to recharge at your current speed.
              
              l) a Gold Rod of Frost Bolts {!v!!}
                   When aimed, it creates a frost bolt with damage 12d8.
                   Takes 10 turns to recharge at your current speed.
              
              m) a Lead-Plated Rod of Light
                   When aimed, it lights up part of the dungeon in a straight line.
                   Takes 7 turns to recharge at your current speed.
              
              n) a Cast Iron Wand of Lightning Balls (6 charges)
                   Cannot be harmed by electricity.
              
                   When aimed, it creates a lightning ball with damage 64.
              
              o) a Tungsten Wand of Fire Balls (1 charge)
                   Cannot be harmed by fire.
              
                   When aimed, it creates a fire ball with damage 144.
              
              p) an Aluminium Wand of Stone to Mud (6 charges)
              
                   When aimed, it turns rock into mud.
              
              q) a Lead-Plated Wand of Teleport Other (4 charges)
                   When aimed, it teleports a target monster away.
              
              r) an Ironwood Staff of Earthquakes (7 charges)
              
                   When activated, it causes an earthquake around you.
              
              s) Soft Leather Armour of Resist Acid [4,+10]
                   Provides resistance to acid.
                   Cannot be harmed by acid.
              
              t) 8 Bolts of Flame (1d5) (+5,+5) {@f2=g}
                   Branded with flames.
                   Cannot be harmed by fire.
              
                   Combat info:
                   Hits targets up to 120 feet away.
                   Average damage/hit: 199.9 vs. creatures not resistant to fire, and
                   66.6 vs. others.
                   25% chance of breaking upon contact.
              
              u) 15 Bolts (1d5) (+4,+6) {@f3=g}
                   Combat info:
                   Hits targets up to 120 feet away.
                   Average damage/hit: 69.6.
                   25% chance of breaking upon contact.
              
              v) 20 Bolts (1d5) (+0,+0) {@f1=g}
                   Combat info:
                   Hits targets up to 120 feet away.
                   Average damage/hit: 51.5.
                   25% chance of breaking upon contact.
              
              w) 22 Bolts (1d5) (+4,+4)
                   Combat info:
                   Hits targets up to 120 feet away.
                   Average damage/hit: 63.6.
                   25% chance of breaking upon contact.
              
              
              
                [Home Inventory]
              
              a) 2 Books of Magic Spells [Conjurings and Tricks] {@m2@b2@G2!d!v!k}
              b) 6 Flasks of oil
                   It brands your melee attacks with flames.
              
              c) a Potion of Berserk Strength
                   When drunk, it restores 30 hit points, removes fear and grants you
                   resistance to fear, +24 to-hit, and -10AC for 1d25+25 turns.
              
              d) a Potion of True Seeing
                   When drunk, it cures blindness and allows you to see invisible thi
                   ngs for 2d6+12 turns.
              
              e) 4 Scrolls of Recharging
                   When read, it tries to recharge a wand or staff, destroying the wa
                   nd or staff on failure.
              
              f) a Rod of Probing
                   When activated, it gives you information on the health and abiliti
                   es of monsters you can see.
                   Takes 80 turns to recharge at your current speed.
              
              g) 2 Titanium Rods of Lightning Bolts {!v!!}
                   When aimed, it creates a lightning bolt with damage 6d6.
                   Takes 8 turns to recharge at your current speed.
              
              h) a Titanium Wand of Acid Bolts (11 charges)
              
                   When aimed, it creates an acid bolt with damage 10d8.
              
              i) a Staff of Mapping (6 charges)
              
                   When activated, it maps the area around you.
              
              j) 2 Staves of Teleportation (8 charges) {!u!v!d}
              
                   When activated, it teleports you randomly up to 100 squares away.
              
              k) a Ring of Constitution (+1)
                   +1 constitution.
                   Sustains constitution.
              
              l) a Tiger Eye Ring of Soulkeeping
                   Sustains strength, intelligence, wisdom.
              
              m) an Engagement Ring of Accuracy (+10)
              n) a Ring of Protection [+9]
              o) a Ring of Free Action
                   Prevents paralysis.
              
              p) a Ring of Delving (+4)
                   +4 tunneling.
              
                   When aimed, it turns rock into mud.
                   Takes 13 to 28 turns to recharge at your current speed.
              
              q) Metal Scale Mail (Dwarven) (-2) [12,+22] (+1)
                   +1 strength, constitution, infravision.
                   Cannot be harmed by acid, fire.
                   Prevents paralysis.
              
              r) a Pair of Leather Boots of Slow Descent [2,+7]
                   Feather Falling.
              
              s) The Scythe 'Avavir' (5d3) (+8,+8) [+10] (+3)
                   +3 dexterity, charisma.
                   Branded with flames, frost.
                   Provides resistance to fire, cold, light.
                   Cannot be harmed by acid, electricity, fire, cold.
                   Prevents paralysis.  Grants the ability to see invisible things.
                   Combat info:
                   You are too weak to use this weapon.
                   1 blow/round.
                   Average damage/hit: 41.2 vs. creatures not resistant to fire, 41.2
                   vs. creatures not resistant to cold, and 19.6 vs. others.
              
                   Radius 1 light.
              t) a Heavy Crossbow (x4) (+8,+9)
              u) 10 Bolts of Flame (1d5) (+5,+5) {@f2=g}
                   Branded with flames.
                   Cannot be harmed by fire.
              
                   Combat info:
                   Hits targets up to 120 feet away.
                   Average damage/hit: 199.9 vs. creatures not resistant to fire, and
                   66.6 vs. others.
                   25% chance of breaking upon contact.
              
              v) 20 Arrows of Frost (1d4) (+5,+7) {@f2=g}
                   Branded with frost.
                   Cannot be harmed by cold.
              
              w) 40 Arrows of Venom (1d4) (+4,+7) {@f3=g}
                   Branded with venom.
              
              x) 17 Iron Shots of Slay Giant (1d4) (+13,+3)
                   Slays giants.
              
              history . . .
              
                  364192   1950'   24   Reached level 24
                  427697   2000'   26   Reached level 26
                  468439   2200'   27   Reached level 27
                  476003   2200'   27   Found The Set of Leather Gloves 'Cammithrim'
                  485669   2200'   28   Reached level 28
                  492049   2200'   28   Killed Wormtongue, Agent of Saruman
                  494056   2200'   28   Found The Scythe 'Avavir'

              Comment

              • Sirridan
                Knight
                • May 2009
                • 560

                #8
                that armor is too heavy for now, ditch it and use something lighter. You don't have much HP anyway so a big breath may blow you up even with resist... Hopefully you'll find ?resistances and you will be set with that.

                Comment

                • Pete Mack
                  Prophet
                  • Apr 2007
                  • 6883

                  #9
                  You can do without:
                  i) a Wicker Shield of Resist Fire [2,+4]
                  Provides resistance to fire.
                  Cannot be harmed by fire.
                  Also, torches are 1lb compared to 5lb for a lantern. You can get by with 1 in your pack, to use up when your pack gets filled.

                  Dump these (don't even bother selling them):
                  p) an Aluminium Wand of Stone to Mud (6 charges)
                  When aimed, it turns rock into mud.
                  r) an Ironwood Staff of Earthquakes (7 charges)
                  When activated, it causes an earthquake around you.
                  s) Soft Leather Armour of Resist Acid [4,+10]
                  Provides resistance to acid.
                  Cannot be harmed by acid.
                  Carrying bolts doesn't make sense when you're not using a crossbow.

                  Comment

                  • PowerDiver
                    Prophet
                    • Mar 2008
                    • 2820

                    #10
                    Originally posted by Pete Mack
                    Dump these (don't even bother selling them):
                    You included a wand of stone to mud in there. I consider that to be a wand worth having. It is very useful in a phase & bolt/missile context for opening up lines of sight.

                    Comment

                    • Pete Mack
                      Prophet
                      • Apr 2007
                      • 6883

                      #11
                      But he's a mage!

                      Comment

                      • PowerDiver
                        Prophet
                        • Mar 2008
                        • 2820

                        #12
                        Originally posted by Pete Mack
                        But he's a mage!
                        Mages run out of mana too. If you are using your mana for damage, the wand can be the difference between a kill and no kill of something that's at the border of your max total damage.

                        Maybe there are better ways to do it, but that's a technique I have used.

                        It may only apply when the char is twice as deep as it ought to be.

                        Comment

                        • saarn
                          Adept
                          • Apr 2009
                          • 112

                          #13
                          Yasd

                          dealing with a big pack of mumaks, phase doored, got surrounded, and stupidly phase doored again. Landed in the middle of three of them and they ate me. Knew I should have teleported as soon as I did it too-- should have been paying closer attention.

                          Still, this is definitely the best I've ever done with a mage, and I had a lot of fun teleporting my enemies away.

                          A few questions:

                          1) would there have been any particular harm in just diving as fast as possible south of lvl 50? I felt like I should wait for maybe some more !con, !str, and maybe a dungeon book to pop up.

                          2) What to do about monsters that cause amnesia? I was lucky to have a few charges of TA in a wand at the time, but even forgetting how to read is nasty.

                          3) I got an artifact helmet with ESP, but thought holhenneth's activation was better (since ESP doesn't catch all monsters and doesn't show me where treasure is) Is this just crazy?

                          4) What do mages normally do about high level uniques (e.g. the various wraiths)? I didn't dare duke it out with them since they moved quickly, haste self was still high failure, and my weapons/spells did only minor damage.

                          Code:
                            [Angband 3.1.1 dev Character Dump]
                          
                           Name   Ignatius                                 Self  RB  CB  EB   Best
                           Sex    Male         Age            112   STR:     14  +1  -5  +5     15
                           Race   High-Elf     Height          90   INT:     16  +3  +3  +7 18/110
                           Class  Mage         Weight         191   WIS:     10  -1  +0  +2     11
                           Title  Evoker       Social  Well-liked   Dex:     13  +3  +1  +2  18/10     14
                           HP     -5/218       Maximize         Y   CON:     18  +1  -2  +2  18/10
                           SP     66/131                            CHR:     13  +5  +1  +0  18/10
                          
                          
                           Level               29   Armor    [13,+41]     Saving Throw         77%
                           Cur Exp         130964   Fight     (+0,+0)     Stealth        Excellent
                           Max Exp         130964   Melee    (+13,+9)     Fighting       Excellent
                           Adv Exp         172500   Shoot   (+14,+19)     Shooting       Excellent
                           MaxDepth   2500' (L50)   Blows      1/turn     Disarming            60%
                           Turns           567037   Shots      1/turn     Magic Device      Heroic
                           Gold             45838   Infra       40 ft     Perception        1 in 6
                           Burden       106.9 lbs   Speed          -1     Searching            29%
                          
                           You are one of several children of a Telerin Archer.  You have light
                           grey eyes, straight blond hair, and a fair complexion.
                          
                          
                          
                          rAcid:......+...... rConf:.........+...
                          rElec:....+........ Sound:.............
                          rFire:........+.... Shard:.............
                          rCold:............. Nexus:.............
                          rPois:............. Nethr:.............
                          rFear:............. Chaos:.............
                          rLite:..........+.+ Disen:.............
                          rDark:............. S.Dig:.............
                          rBlnd:.........+... Feath:.......+.....
                          
                          PLite:..........+.. Aggrv:.............
                          Regen:............. Stea.:.......+.....
                            ESP:............. Sear.:.........+...
                          Invis:+........+..+ Infra:............+
                          FrAct:+.........+.. Tunn.:.............
                          HLife:............. Speed:.............
                          ImpHP:............. Blows:.............
                          ImpSP:............. Shots:.............
                           Fear:............. Might:.............
                          
                          
                            [Last Messages]
                          
                          > The Mumak crushes you.
                          > *** LOW HITPOINT WARNING! ***
                          > One of your Gold Rods of Frost Bolts has recharged.
                          > The Mumak butts you.
                          > *** LOW HITPOINT WARNING! ***
                          > The Mumak butts you.
                          > *** LOW HITPOINT WARNING! ***
                          > The Mumak crushes you.
                          > *** LOW HITPOINT WARNING! ***
                          > The Mumak butts you.
                          > *** LOW HITPOINT WARNING! ***
                          > The Mumak butts you.
                          > *** LOW HITPOINT WARNING! ***
                          > The Mumak crushes you.
                          > You die.
                          
                          Killed by a Mumak.
                          
                            [Character Equipment]
                          
                          a) a Scimitar of Westernesse (4d2) (+13,+9) (+2)
                               +2 strength, dexterity, constitution.
                               Slays orcs, trolls, giants.
                               Prevents paralysis.  Grants the ability to see invisible things.  
                               
                               Combat info:
                               1 blow/round.
                               Average damage/hit: 28.7 vs. orcs, 28.7 vs. trolls, 28.7 vs.
                               giants, and 16 vs. others.
                               
                          b) a Light Crossbow of Accuracy (x3) (+14,+19)
                          c) an Adamantite Ring of Strength (+3)
                               +3 strength.
                               Sustains strength.
                               
                          d) a Jasper Ring of Intelligence (+3)
                               +3 intelligence.
                               Sustains intelligence.
                               
                          e) a Driftwood Amulet of Resist Lightning
                               Provides resistance to lightning.
                               Cannot be harmed by electricity.
                               
                          f) a Lantern (11103 turns)
                               Cannot be harmed by fire.
                               
                               Radius 2 light.
                          g) Soft Leather Armour of Resist Acid [4,+10]
                               Provides resistance to acid.
                               Cannot be harmed by acid.
                               
                          h) a Cloak of the Magi [1,+10] (+2)
                               +2 intelligence, stealth.
                               Cannot be harmed by acid.
                               Sustains intelligence.
                               Feather Falling.  
                               
                          i) a Wicker Shield of Resist Fire [2,+1]
                               Provides resistance to fire.
                               Cannot be harmed by fire.
                               
                          j) The Iron Helm 'Holhenneth' [5,+10] (+2) {!!}
                               +2 intelligence, wisdom.
                               +10% to searching.
                               Provides resistance to blindness, confusion.
                               Cannot be harmed by acid, electricity, fire, cold.
                               Grants the ability to see invisible things.  
                               
                          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.  
                               
                               Radius 1 light.
                          l) (nothing)
                          
                          
                            [Character Inventory]
                          
                          a) a Book of Magic Spells [Magic for Beginners] {@m1@b1@G1!d!v!k}
                          b) a Book of Magic Spells [Conjurings and Tricks] {@m2@b2@G2!d!v!k}
                          c) a Book of Magic Spells [Incantations and Illusions] {@m3@b3@G3!d!v!k}
                          d) a Book of Magic Spells [Sorcery and Evocations] {@m4@b4@G4!d!v!k}
                          e) 16 Metallic Red Potions of Cure Critical Wounds
                               
                               When drunk, it heals you a large amount (1/4 of your wounds, minim
                               um 30HP), heals cut damage, and cures stunning, poisoning, blindne
                               ss, and confusion.
                               
                          f) a Misty Potion of Speed
                               When drunk, it hastens you for 2d10+20 turns.
                               
                          g) a Light Blue Potion of Resist Poison
                               When drunk, it grants temporary resistance to poison for 1d10+10 t
                               urns.
                               
                          h) 3 Scrolls titled "quo spero cles" of Word of Recall
                               When read, it returns you from the dungeon or takes you to the dun
                               geon after a short delay.
                               
                          i) 2 Zinc Rods of Fire Bolts (1 charging) {!v!!}
                               When aimed, it creates a fire bolt with damage 12d8.
                               Takes 13 turns to recharge at your current speed.
                               
                          j) 2 Gold Rods of Frost Bolts (1 charging) {!v!!}
                               When aimed, it creates a frost bolt with damage 12d8.
                               Takes 11 turns to recharge at your current speed.
                               
                          k) a Lead-Plated Rod of Light
                               When aimed, it lights up part of the dungeon in a straight line.
                               Takes 8 turns to recharge at your current speed.
                               
                          l) a Cast Iron Wand of Lightning Balls (5 charges)
                               Cannot be harmed by electricity.
                               
                               When aimed, it creates a lightning ball with damage 64.
                               
                          m) a Lead-Plated Wand of Teleport Other (1 charge)
                               
                               When aimed, it teleports a target monster away.
                               
                          n) an Obsidian Ring of Resist Cold
                               Provides resistance to cold.
                               Cannot be harmed by cold.
                               
                          o) 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.  
                               
                          p) a Light Crossbow of Accuracy (x3) (+16,+14)
                          q) 5 Bolts of Flame (1d5) (+5,+5) {@f2=g}
                               Branded with flames.
                               Cannot be harmed by fire.
                               
                               Combat info:
                               Hits targets up to 120 feet away.
                               Average damage/hit: 245.4 vs. creatures not resistant to fire, and 
                               81.8 vs. others.
                               25% chance of breaking upon contact.
                               
                          r) a Bolt (1d5) (+4,+6) {@f1=g}
                               Combat info:
                               Hits targets up to 120 feet away.
                               Average damage/hit: 84.8.
                               25% chance of breaking upon contact.
                               
                          s) 35 Bolts of Venom (1d5) (+5,+3) {@f3=g}
                               Branded with venom.
                               
                               Combat info:
                               Hits targets up to 120 feet away.
                               Average damage/hit: 227.2 vs. creatures not resistant to poison, 
                               and 75.7 vs. others.
                               25% chance of breaking upon contact.
                               
                          
                          
                            [Home Inventory]
                          
                          a) 2 Books of Magic Spells [Conjurings and Tricks] {@m2@b2@G2!d!v!k}
                          b) an Azure Potion of Healing
                               
                               When drunk, it heals you a really large amount (35% of max HP, min
                               imum 300HP), heals cut damage, and cures stunning, poisoning, blin
                               dness, and confusion.
                               
                          c) a Dark Red Potion of *Healing*
                               When drunk, it restores 1200 hit points, heals cut damage, and cur
                               es stunning, poisoning, blindness, and confusion.
                               
                               It can be thrown at creatures with damaging effect.
                               
                          d) 4 Scrolls of Recharging
                               When read, it tries to recharge a wand or staff, destroying the wa
                               nd or staff on failure.
                               
                          e) a Rod of Probing
                               When activated, it gives you information on the health and abiliti
                               es of monsters you can see.
                               Takes 90 turns to recharge at your current speed.
                               
                          f) a Titanium Wand of Acid Bolts (11 charges)
                               
                               When aimed, it creates an acid bolt with damage 10d8.
                               
                          g) a Tungsten Wand of Fire Balls (1 charge)
                               Cannot be harmed by fire.
                               
                               When aimed, it creates a fire ball with damage 144.
                               
                          h) an Ironwood Staff of Earthquakes (7 charges)
                               
                               When activated, it causes an earthquake around you.
                               
                          i) 2 Staves of Teleportation (8 charges) {!u!v!d}
                               
                               When activated, it teleports you randomly up to 100 squares away.
                               
                          j) a Ring of Constitution (+1)
                               +1 constitution.
                               Sustains constitution.
                               
                          k) a Tiger Eye Ring of Soulkeeping
                               Sustains strength, intelligence, wisdom.
                               
                          l) an Onyx Ring of Damage (+0,+12)
                          m) an Engagement Ring of Accuracy (+10)
                          n) a Ring of Delving (+4)
                               +4 tunneling.
                               
                               When aimed, it turns rock into mud.
                               Takes 15 to 31 turns to recharge at your current speed.
                               
                          o) Metal Scale Mail (Dwarven) (-2) [12,+22] (+1)
                               +1 strength, constitution, infravision.
                               Cannot be harmed by acid, fire.
                               Prevents paralysis.  
                               
                          p) Metal Scale Mail of Resistance (-2) [12,+15]
                               Provides resistance to acid, lightning, fire, cold.
                               Cannot be harmed by acid, electricity, fire, cold.
                               
                          q) a Hard Leather Cap of Telepathy [2,+6]
                               Grants telepathy.  
                               
                          r) a Pair of Leather Boots of Slow Descent [2,+7]
                               Feather Falling.  
                               
                          s) The Scythe 'Avavir' (5d3) (+8,+8) [+10] (+3)
                               +3 dexterity, charisma.
                               Branded with flames, frost.
                               Provides resistance to fire, cold, light.
                               Cannot be harmed by acid, electricity, fire, cold.
                               Prevents paralysis.  Grants the ability to see invisible things.  
                               
                               Combat info:
                               You are too weak to use this weapon.
                               1 blow/round.
                               Average damage/hit: 41.2 vs. creatures not resistant to fire, 41.2
                               vs. creatures not resistant to cold, and 19.6 vs. others.
                               
                               Radius 1 light.
                          t) a Heavy Crossbow (x4) (+8,+9)
                          u) 10 Bolts of Flame (1d5) (+5,+5) {@f2=g}
                               Branded with flames.
                               Cannot be harmed by fire.
                               
                               Combat info:
                               Hits targets up to 120 feet away.
                               Average damage/hit: 245.4 vs. creatures not resistant to fire, and 
                               81.8 vs. others.
                               25% chance of breaking upon contact.
                               
                          v) 20 Arrows of Frost (1d4) (+5,+7) {@f2=g}
                               Branded with frost.
                               Cannot be harmed by cold.
                               
                          w) 40 Arrows of Venom (1d4) (+4,+7) {@f3=g}
                               Branded with venom.
                               
                          x) 17 Iron Shots of Slay Giant (1d4) (+13,+3)
                               Slays giants.
                               
                          
                          
                          ============================================================
                                             CHAR.
                          |   TURN  | DEPTH |LEVEL| EVENT
                          ============================================================
                                   1      0'    1   Began the quest to destroy Morgoth.
                                6981    100'    1   Killed Grip, Farmer Maggot's dog
                                6981    100'    2   Reached level 2
                                6981    100'    3   Reached level 3
                               16445    250'    4   Reached level 4
                               19837    300'    5   Reached level 5
                               25828    300'    6   Reached level 6
                               32332    350'    7   Reached level 7
                               40826    400'    8   Reached level 8
                               47783    400'    9   Reached level 9
                               69136    100'   10   Reached level 10
                               76502    200'   10   Killed Fang, Farmer Maggot's dog
                               94537    500'   11   Reached level 11
                              155831    550'   12   Reached level 12
                              158465    550'   12   Killed Brodda, the Easterling
                              168614    550'   13   Reached level 13
                              188832    750'   14   Reached level 14
                              210529    800'   15   Reached level 15
                              210864    800'   15   Killed Ufthak of Cirith Ungol
                              225377    850'   16   Reached level 16
                              244236   1050'   17   Reached level 17
                              248207   1050'   17   Killed Smeagol
                              250339   1100'   18   Reached level 18
                              273730   1200'   19   Reached level 19
                              290577   1400'   20   Reached level 20
                              300352   1500'   21   Reached level 21
                              324090   1550'   22   Reached level 22
                              350933   1700'   22   Found The Iron Helm 'Holhenneth'
                              355469   1750'   23   Reached level 23
                              364192   1950'   24   Reached level 24
                              427697   2000'   26   Reached level 26
                              468439   2200'   27   Reached level 27
                              476003   2200'   27   Found The Set of Leather Gloves 'Cammithrim'
                              485669   2200'   28   Reached level 28
                              492049   2200'   28   Killed Wormtongue, Agent of Saruman
                              494056   2200'   28   Found The Scythe 'Avavir'
                              544981   2450'   28   Found The Hard Leather Cap of Thranduil
                              546553   2500'   29   Reached level 29
                          
                          
                            [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)

                          Comment

                          • buzzkill
                            Prophet
                            • May 2008
                            • 2939

                            #14
                            Teleporting away from enemies, as a practice, will get you killed every time... eventually. Phase Door, as an escape, even worse. Avoid, as much as possible, getting into situations where teleportation is necessary. Don't include Teleportation as part of your planned combat unless it's worth the risk.
                            www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
                            My banding life on Buzzkill's ladder.

                            Comment

                            • Psi
                              Knight
                              • Apr 2007
                              • 870

                              #15
                              Originally posted by saarn
                              1) would there have been any particular harm in just diving as fast as possible south of lvl 50? I felt like I should wait for maybe some more !con, !str, and maybe a dungeon book to pop up.

                              2) What to do about monsters that cause amnesia? I was lucky to have a few charges of TA in a wand at the time, but even forgetting how to read is nasty.

                              3) I got an artifact helmet with ESP, but thought holhenneth's activation was better (since ESP doesn't catch all monsters and doesn't show me where treasure is) Is this just crazy?

                              4) What do mages normally do about high level uniques (e.g. the various wraiths)? I didn't dare duke it out with them since they moved quickly, haste self was still high failure, and my weapons/spells did only minor damage.
                              1. Depends how carefully you can play. Mistakes kill you quicker (if not instantly) the deeper you are. If you can though, do.

                              2. If you don't know how to deal with something, avoid it.

                              3. Just crazy. ESP will save your life many times over.

                              4. Mages shall run away.

                              Comment

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