The Angband Ladder: Lumo, Elf Mage by TJS

  [Angband 3.1.2 (r8d5f723f3e) Character Dump]

 Name   Lumo                                     Self  RB  CB  EB   Best
 Sex    Male         Age            102   STR! 18/100  -1  -5  +9 18/130
 Race   Elf          Height          58   INT! 18/100  +2  +3 +11 18/***
 Class  Mage         Weight          99   WIS! 18/100  -1  +0  +4 18/130
 Title  ***WINNER*** Social      Lordly   DEX! 18/100  +1  +1  +6 18/180
 HP     770/890      Maximize         Y   CON! 18/100  -2  -2 +15 18/210
 SP     193/288                           CHR! 18/100  +1  +1 +15 18/***

 Level               50   Armor   [67,+124]     Saving Throw         91%
 Cur Exp        7297544   Fight   (+71,+44)     Stealth        Excellent
 Max Exp        7297544   Melee   (+88,+73)     Fighting       Excellent
 Adv Exp       ********   Shoot   (+86,+10)     Shooting          Superb
 MaxDepth  5000' (L100)   Blows    6.0/turn     Disarming            93%
 Game Turns      819178   Shots      1/turn     Magic Device         122
 Standard Turns  148490   Infra       30 ft     Perception        1 in 1
 Resting Turns    49885   Speed          25     Searching            54%
 Gold            895685   Burden  187.0 lbs

 You are the only child of an Avarin Mage.  You have light green eyes,
 straight black hair, and a fair complexion.



rAcid:...+..+.+.... rConf:..........+..
rElec:+.+.*++.+.... Sound:.....+++.....
rFire:..*...+++.... Shard:...+..+......
rCold:+.....+...... Nexus:.+...........
rPois:......+.+.... Nethr:.+.+.........
rFear:....+........ Chaos:......+......
rLite:.+......+...+ Disen:..++..+......
rDark:..........+.. S.Dig:..++.........
rBlnd:.........+... Feath:..+.......+..

Light:+.+......+... Aggrv:.............
Regen:.+........... Stea.:.........+...
  ESP:..+.......... Sear.:...+......+..
Invis:+......+..... Infra:............+
FrAct:.......+..... Tunn.:.+......+....
HLife:......+...... Speed:..+.+..++..+.
ImpHP:............. Blows:..........+..
ImpSP:............. Shots:.............
 Fear:............. Might:.............


  [Character Equipment]

a) The Great Axe of Duinarmin (7d4) (+17,+29) [+8] (+1)
     +1 intelligence.
     Slays animals, trolls.
     *Slays* demons.
     Provides resistance to lightning, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Blessed by the gods.  Grants the ability to see invisible things.  
     
     
     Combat info:
     6.0 blows/round.
     This weapon may benefit from one or more off-weapon brands or slays.
     Average damage/hit: 121.2 vs. animals, 121.2 vs. evil creatures, 
     142.2 vs. trolls, 184.2 vs. dragons, 184.2 vs. demons, and 100.2
     vs. others.
     
     Radius 1 light.
b) The Heavy Crossbow of Ereth (x4) (+15,+10) (+3)
     +3 intelligence, tunneling.
     Provides resistance to light, nexus, nether.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains wisdom.
     Speeds regeneration.  
     
c) The Ring 'Telorn' (+5)
     +5 strength, intelligence, constitution, charisma, speed.
     Provides immunity to fire.
     Provides resistance to lightning, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     Slows your metabolism.  Feather Falling.  Grants telepathy.  
     
     When aimed, it drains up to 150 hit points of life from a target c
     reature.
     Takes 360 to 440 turns to recharge at your current speed.
     Your chance of success is 92.6%
     
     Radius 1 light.
d) The Ring of Orlande (+15,+15) (+4)
     +4 wisdom, constitution, charisma.
     +20% to searching.
     Provides resistance to acid, shards, nether, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     Slows your metabolism.  
     
     When activated, it inscribes a glyph of warding beneath you, which 
     monsters cannot move onto.
     Takes 656 to 960 turns to recharge at your current speed.
     Your chance of success is 93.9%
     
e) The Amulet 'Celorisil' (+8,+4) (+4)
     +4 speed.
     Provides immunity to lightning.
     Provides resistance to fear.
     Cannot be harmed by acid, electricity, fire, cold.
     
f) The Palantir of Nenteloth (+7,+8) (+3) (charging)
     +3 constitution.
     It causes your melee attacks to *slay* dragons.
     Provides resistance to lightning, sound.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it maps the entire level and detects nearby object
     s, traps, doors, and stairs.
     Takes 204 to 400 turns to recharge at your current speed.
     Your chance of success is 93.3%
     
     Radius 3 light.
g) Balance Dragon Scale Mail of Permanence [50,+30]
     Provides resistance to acid, lightning, fire, cold, poison, sound, 
     shards, chaos, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, intelligence, wisdom, dexterity, constitution, 
     charisma.
     Sustains your life force.  
     
h) The Cloak of Tanth [1,+19] (+3)
     +3 constitution, speed.
     Provides resistance to fire, sound.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.  Grants the ability to see invisible things.  
     
i) The Small Metal Shield of Silur (+8,+8) [5,+19] (+4)
     +4 strength, dexterity, charisma, tunneling, speed.
     Provides resistance to acid, lightning, fire, poison, light.
     Cannot be harmed by acid, electricity, fire, cold.
     
j) The Iron Helm 'Rhunia' [7,+7] (+2)
     +2 intelligence, dexterity, charisma, stealth.
     It causes your melee attacks to slay evil creatures.
     Provides resistance to blindness.
     Cannot be harmed by acid, electricity, fire, cold.
     
     Radius 1 light.
k) The Set of Gauntlets of Oimlatand [3,+16] (+2)
     +2 attack speed.
     +10% to searching.
     Provides resistance to dark, confusion.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains constitution.
     Feather Falling.  
     
l) a Pair of Leather Sandals of Speed [1,+12] (+10)
     +10 speed.
     


  [Character Quiver]

n) 6 Mithril Bolts of Venom (3d5) (+11,+12)
     Branded with venom.
     Cannot be harmed by acid, fire.
     
     Combat info:
     Hits targets up to 140 feet away.
     Average damage/hit: 234.4 vs. creatures not resistant to poison, 
     and 133.9 vs. others.
     25% chance of breaking upon contact.
     
o) 11 Bolts of Wounding (1d5) (+12,+15)
     Combat info:
     Hits targets up to 140 feet away.
     Average damage/hit: 121.
     25% chance of breaking upon contact.
     
p) 31 Seeker Bolts of Wounding (4d5) (+14,+22)
     Combat info:
     Hits targets up to 140 feet away.
     Average damage/hit: 190.1.
     25% chance of breaking upon contact.
     
q) 22 Mithril Bolts of Wounding (3d5) (+16,+16)
     Cannot be harmed by acid, fire.
     
     Combat info:
     Hits targets up to 140 feet away.
     Average damage/hit: 152.6.
     25% chance of breaking upon contact.
     
r) 23 Seeker Bolts of Holy Might (4d5) (+21,+16)
     Slays evil creatures, undead, demons.
     Cannot be harmed by acid, fire.
     
     Combat info:
     Hits targets up to 140 feet away.
     Average damage/hit: 248.5 vs. evil creatures, 289.9 vs. undead, 
     289.9 vs. demons, and 165.7 vs. others.
     25% chance of breaking upon contact.
     
s) (nothing)
t) (nothing)
u) (nothing)
v) (nothing)
w) (nothing)


  [Character Inventory]

a) a Book of Magic Spells [Magic for Beginners]
b) a Book of Magic Spells [Incantations and Illusions]
c) 2 Books of Magic Spells [Sorcery and Evocations]
d) a Book of Magic Spells [Resistances of Scarabtarices]
     Cannot be harmed by acid, electricity, fire, cold.
     
e) a Book of Magic Spells [Raal's Tome of Destruction]
     Cannot be harmed by acid, electricity, fire, cold.
     
f) a Book of Magic Spells [Mordenkainen's Escapes]
     Cannot be harmed by acid, electricity, fire, cold.
     
g) a Book of Magic Spells [Kelek's Grimoire of Power]
     Cannot be harmed by acid, electricity, fire, cold.
     
h) 4 Potions of Healing
     
i) 7 Potions of *Healing*
     
     It can be thrown at creatures with damaging effect.
     
j) 3 Potions of Life
     It can be thrown at creatures with damaging effect.
     
k) 8 Potions of Restore Mana
l) 2 Scrolls of Banishment
m) 6 Scrolls of Mass Banishment
n) a Scroll of *Destruction*
o) 4 Rods of Detection (2 charging)
     Cannot be harmed by electricity.
     
p) a Rod of Healing
     Cannot be harmed by electricity.
     
q) The Necklace 'Onaeth' (+2,+5) [+9] (+4)
     +4 constitution, charisma.
     Provides resistance to acid, cold, light, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     Slows your metabolism.  Prevents paralysis.  
     
     When aimed, it polymorphs a monster into another kind of creature.
     Takes 228 to 252 turns to recharge at your current speed.
     Your chance of success is 95.9%
     
     Radius 1 light.
r) The Studded Leather Armour of Brien (-1) [12,+14] (+5)
     +5 speed.
     +25% to searching.
     Provides resistance to lightning, fear, light, dark, blindness, 
     confusion, nexus, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Feather Falling.  
     
s) The Elven Cloak 'Aniendor' (+1,+7) [6,+13] (+4) (charging)
     +4 intelligence, stealth, speed.
     Provides resistance to acid, light, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     Feather Falling.  Speeds regeneration.  Prevents paralysis.  
     Sustains your life force.  
     
     When activated, it puts you in a berserker rage for d50+50 turns.
     Takes 328 to 400 turns to recharge at your current speed.
     Your chance of success is 95.9%
     


  [Home Inventory]

a) a Ring of Speed (+13)
     +13 speed.
     
b) a Ring of Accuracy (+28,+0)
c) Bronze Dragon Scale Mail of Speed [18,+25] (+9)
     +9 speed.
     Provides resistance to confusion.
     Cannot be harmed by acid, electricity, fire, cold.
     
d) The Cloak 'Eltaukar' [1,+23] (+3)
     +3 strength, wisdom, stealth, speed.
     Provides resistance to acid, lightning, fire, dark, nether.
     Cannot be harmed by acid, electricity, fire, cold.
     Speeds regeneration.  
     
     When activated, it grants temporary resistance to fire and cold, c
     ures 200HP, but also makes you hallucinate wildly.
     Takes 228 to 252 turns to recharge at your current speed.
     Your chance of success is 97.4%
     
e) The Wicker Shield of Eltaldor [2,+21] (+3)
     +3 strength, intelligence, wisdom, dexterity.
     Provides resistance to acid, lightning, fire, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.  
     
     Radius 1 light.
f) The Golden Crown 'Dirindo' [0,+15] (+2)
     +2 strength.
     Provides resistance to blindness, nether.
     Cannot be harmed by acid, electricity, fire, cold.
     Feather Falling.  Grants telepathy.  Grants the ability to see
     invisible things.  
     
     When activated, it deals 60 damage to all evil creatures that you 
     can see.
     Takes 292 to 324 turns to recharge at your current speed.
     Your chance of success is 98.4%
     
     Radius 1 light.
g) The Jewel Encrusted Crown of Ragas (+14,+8) [0,+19] (+2)
     +2 dexterity.
     Provides resistance to cold, fear, blindness, shards.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains intelligence, wisdom.
     
     When activated, it grants temporary resistance to electricity for 
     1d10+10 turns.
     Takes 132 to 144 turns to recharge at your current speed.
     Your chance of success is 98.1%
     
     Radius 1 light.
h) The Metal Cap 'Ciriandi' [3,+24] (+3)
     +3 intelligence, wisdom, dexterity, constitution.
     Provides resistance to acid, lightning, cold, confusion.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants the ability to see invisible things.  
     
i) The Steel Helm 'Tellenya' (+8,+14) [9,+8] (+3)
     +3 intelligence, wisdom.
     Provides resistance to cold, blindness, nether.
     Cannot be harmed by acid, electricity, fire, cold.
     Slows your metabolism.  Speeds regeneration.  Grants the ability
     to see invisible things.  
     
     When aimed, it drains up to 150 hit points of life from a target c
     reature.
     Takes 360 to 440 turns to recharge at your current speed.
     Your chance of success is 94.9%
     
j) The Set of Leather Gloves of Retil [1,+11] (+2)
     +2 stealth.
     Provides resistance to lightning, dark, chaos, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.  Sustains your life force.  
     
     When activated, it grants temporary resistance to fire and cold, c
     ures 200HP, but also makes you hallucinate wildly.
     Takes 228 to 252 turns to recharge at your current speed.
     Your chance of success is 98.1%
     
k) The Set of Gauntlets 'Curuntar' [3,+8] (+4)
     +4 strength, charisma, speed.
     Provides resistance to acid, fire, dark, blindness.
     Cannot be harmed by acid, electricity, fire, cold.
     
l) The Set of Alchemist's Gloves of Rufin [0,+25] (+4)
     +4 strength, intelligence, stealth.
     Provides resistance to acid, fire, cold, light, confusion.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.  
     
m) The Cutlass of Hungwe (1d8) (+8,+10) (+4)
     +4 constitution.
     Provides resistance to acid, confusion.
     Cannot be harmed by acid, electricity, fire, cold.
     Blessed by the gods.  
     
     Combat info:
     6.0 blows/round.
     This weapon may benefit from one or more off-weapon brands or slays.
     Average damage/hit: 65.9 vs. evil creatures, 81.3 vs. dragons, and 
     60.8 vs. others.
     
n) The Long Sword of Silth (2d5) (+18,+18) [+6] (+3)
     +3 strength, attack speed.
     *Slays* undead.
     Branded with lightning.
     Provides resistance to acid, fire, fear, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.  Grants the ability to see invisible things.  
     Aggravates creatures nearby.  
     
     Combat info:
     9.0 blows/round.
     This weapon may benefit from one or more off-weapon brands or slays.
     Average damage/hit: 82.1 vs. evil creatures, 89 vs. creatures not
     resistant to electricity, 103 vs. dragons, 103 vs. undead, and 
     75.1 vs. others.
     
o) The Broad Sword of Gaelim (2d5) (+11,+11) (+8)
     +8 speed.
     Branded with lightning.
     Provides resistance to fire.
     Cannot be harmed by acid, electricity, fire, cold.
     
     Combat info:
     6.0 blows/round.
     This weapon may benefit from one or more off-weapon brands or slays.
     Average damage/hit: 71 vs. evil creatures, 77.9 vs. creatures not
     resistant to electricity, 91.8 vs. dragons, and 64 vs. others.
     
p) The Blade of Chaos of Gornim (6d5) (+7,+11) (+2)
     +2 constitution.
     Provides resistance to acid, chaos, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     
     Combat info:
     6.0 blows/round.
     This weapon may benefit from one or more off-weapon brands or slays.
     Average damage/hit: 99.3 vs. evil creatures, 162.5 vs. dragons, 
     and 78.2 vs. others.
     
q) The Awl-Pike 'Finion' (1d8) (+11,+7) [+24]
     Slays evil creatures.
     Provides resistance to poison, sound.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.  Grants the ability to see invisible things.  
     
     Combat info:
     6.0 blows/round.
     This weapon may benefit from one or more off-weapon brands or slays.
     Average damage/hit: 62.8 vs. evil creatures, 78.5 vs. dragons, and 
     57.6 vs. others.
     
r) The Trident of Egythor (3d10) (+13,+26) (+4)
     +4 dexterity.
     Slays trolls.
     *Slays* dragons.
     Provides resistance to dark, confusion, nether.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains wisdom, dexterity.
     Speeds regeneration.  
     
     Combat info:
     6.0 blows/round.
     This weapon may benefit from one or more off-weapon brands or slays.
     Average damage/hit: 110.9 vs. evil creatures, 129.5 vs. trolls, 
     166.8 vs. dragons, and 92.2 vs. others.
     
s) The Great Axe of Nalarand (4d4) (+5,+10) (+3)
     +3 wisdom, constitution, stealth, tunneling.
     Slays evil creatures, undead, demons, giants, dragons.
     Branded with lightning.
     Provides resistance to lightning, confusion, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains charisma.
     Blessed by the gods.  
     
     Combat info:
     6.0 blows/round.
     This weapon may benefit from one or more off-weapon brands or slays.
     Average damage/hit: 80 vs. evil creatures, 91.9 vs. undead, 91.9
     vs. demons, 91.9 vs. giants, 91.9 vs. creatures not resistant to
     electricity, 115.7 vs. dragons, and 68.1 vs. others.
     
     Radius 1 light.
t) The Lance 'Cirdorm' (2d8) (+11,+11) [+4] (+4)
     +4 strength, speed.
     Slays undead, trolls, giants, dragons.
     Branded with acid.
     Provides resistance to fire, cold, nether, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains dexterity.
     Slows your metabolism.  Prevents paralysis.  Grants telepathy.  
     Grants the ability to see invisible things.  
     
     Combat info:
     6.0 blows/round.
     This weapon may benefit from one or more off-weapon brands or slays.
     Average damage/hit: 83.8 vs. evil creatures, 94.8 vs. undead, 94.8
     vs. trolls, 94.8 vs. giants, 94.8 vs. creatures not resistant to
     acid, 116.7 vs. dragons, and 72.8 vs. others.
     
     Radius 1 light.
u) The Two-Handed Great Flail 'Mithri' (3d6) (+14,+13) [+6] (+3)
     +3 dexterity, attack speed.
     Cannot be harmed by acid, electricity, fire, cold.
     
     Combat info:
     9.0 blows/round.
     This weapon may benefit from one or more off-weapon brands or slays.
     Average damage/hit: 86.3 vs. evil creatures, 125 vs. dragons, and 
     73.4 vs. others.
     
v) The Lead-Filled Mace of Maellad (4d3) (+12,+13) [+6] (+4)
     +4 wisdom, dexterity, constitution.
     Branded with acid, flames.
     Provides resistance to cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Feather Falling.  
     
     Combat info:
     6.0 blows/round.
     This weapon may benefit from one or more off-weapon brands or slays.
     Average damage/hit: 78.5 vs. evil creatures, 88 vs. creatures not
     resistant to acid, 88 vs. creatures not resistant to fire, 106.9
     vs. dragons, and 69.1 vs. others.
     
w) The Short Bow 'Riantir' (x2) (+5,+10) [+31] (+5)
     +5 speed.
     Cannot be harmed by acid, electricity, fire, cold.
     
x) a Short Bow of Lothlorien (x3) (+21,+12) (+1)
     +1 dexterity, shooting power.
     Cannot be harmed by acid, fire.
     Prevents paralysis.  Sustains your life force.  
     


============================================================
                   CHAR.
|   TURN  | DEPTH |LEVEL| EVENT
============================================================













































































































































































































  [Options]

Maximize effect of race/class bonuses        : yes (adult_maximize)
Randomize some of the artifacts (beta)       : yes (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 29.11.2010 15:31
Last updated on 1.12.2010 15:46

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4920. on the Ladder (of 19090)
1830. on the Angband Ladder (of 6561)
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