The Angband Ladder: Dorlin, Dwarf Mage by <loefftj@yahoo.com>

  [Angband 3.0.3 Character Dump]

 Name   Dorlin                                   Self  RB  CB  EB   Best
 Sex    Male              Age        40   STR! 18/100  +2  -5  +8 18/150
 Race   Dwarf             Height     47   INT! 18/100  -3  +3 +12 18/220
 Class  Mage              Weight    139   WIS! 18/100  +2  +0  +9 18/210
 Title  ***WINNER***      Status     42   DEX! 18/100  -2  +1  +8 18/170
 HP     901/901           Maximize    Y   CON! 18/100  +2  -2 +11 18/210
 SP     381/381           Preserve    Y   CHR! 18/100  -3  +1  +7 18/150

 Level           50       Armor    [31,+123]     Saving Throw     Heroic
 Cur Exp   31696353       Fight    (+35,+26)     Stealth            Good
 Max Exp   31696353       Melee    (+57,+51)     Fighting      Legendary
 Adv Exp   ********       Shoot    (+45,+14)     Shooting      Legendary
                          Blows       4/turn     Disarming        Superb
 Gold       8495664       Shots       1/turn     Magic Device  Legendary
                                                 Perception       Superb
 Burden   346.9 lbs       Infra       100 ft     Searching     Excellent

 You are the only child of a Dwarven Miner.  You are a credit to the
 family.  You have dark brown eyes, straight black hair, a two foot
 beard, and a dark complexion.



  [Character Equipment]

a) The Long Sword 'Ringil' (4d5) (+22,+25) (+10 to speed) {Dread dlvl 84}
   It increases your speed by 10.  It slays trolls, undead, and all evil
   creatures, and it is especially deadly against demons.  It is branded
   with frost.  It provides resistance to cold, fear, and light.  It is
   blessed by the gods, slows your metabolism, lights the dungeon around
   you, and speeds your regeneration.  It grants you immunity to paralysis
    and the ability to see invisible things.  It activates for frost ball
   (100) every 40 turns.  It cannot be harmed by the elements.  
b) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10)
   It increases your speed by 10.  It provides resistance to fire.  It
   activates for fire branding of bolts every 999 turns.  It cannot be
   harmed by the elements.  
c) a Ring of Speed (+12)
   It increases your speed by 12.  
d) The Ring of Power 'Narya' (+6,+6) (+1)
   It increases all your stats by 1.  It increases your speed by 1.  It
   provides immunity to fire.  It provides resistance to fear and nether.  
   It sustains your strength, wisdom, constitution, and charisma.  It 
   slows your metabolism and speeds your regeneration.  It grants you 
   immunity to paralysis and the ability to see invisible things.  It
   activates for large fire ball (120) every 20+d20 turns.  It cannot be
   harmed by the elements.  
e) The Amulet of Ingwe (+3)
   It increases your intelligence, wisdom, and charisma by 3.  It
   increases your infravision by 3.  It provides resistance to acid, 
   lightning, and cold.  It grants you immunity to paralysis and the
   ability to see invisible things.  It activates for dispel evil (x5)
   every 50+d50 turns.  It cannot be harmed by the elements.  
f) The Palantir of Westernesse (+2)
   It increases your intelligence and wisdom by 2.  It increases your 
   searching and infravision by 2.  It provides resistance to blindness
    and chaos.  It lights the dungeon around you.  It grants you the power
   of telepathy and the ability to see invisible things, but it also 
   aggravates creatures around you and drains experience.  It activates
   for clairvoyance every 50+d50 turns.  It cannot be harmed by the
   elements.  
g) The Augmented Chain Mail of Caspanion (-2) [16,+17] (+3)
   It increases your intelligence, wisdom, and constitution by 3.  It
   provides resistance to acid, poison, and confusion.  It activates for 
   door and trap destruction every 10 turns.  It cannot be harmed by the
   elements.  
h) The Cloak 'Colannon' [1,+15] (+3)
   It increases your stealth and speed by 3.  It provides resistance to 
   nexus.  It activates for teleport every 45 turns.  It cannot be harmed
   by the elements.  
i) The Small Metal Shield of Thorin [3,+23] (+4)
   It increases your strength and constitution by 4.  It provides immunity
   to acid.  It provides resistance to fear, sound, and chaos.  It grants
   you immunity to paralysis.  It cannot be harmed by the elements.  
j) The Jewel Encrusted Crown of Numenor [0,+18] (+3)
   It increases your intelligence, dexterity, and charisma by 3.  It
   increases your searching and speed by 3.  It provides resistance to 
   cold, light, dark, blindness, sound, and shards.  It lights the dungeon
   around you.  It grants you immunity to paralysis and the ability to see
   invisible things.  It cannot be harmed by the elements.  
k) The Set of Cesti of Fingolfin (+9,+9) [5,+19] (+4)
   It increases your dexterity by 4.  It provides resistance to acid.  It
   grants you immunity to paralysis.  It activates for a magical arrow
   (150) every 30+d30 turns.  It cannot be harmed by the elements.  
l) The Pair of Metal Shod Boots of Thror [6,+19] (+3)
   It increases your strength and constitution by 3.  It increases your 
   speed by 3.  It provides resistance to fear.  It cannot be harmed by
   the elements.  


  [Character Inventory]

a) 2 Books of Magic Spells [Magic for Beginners]
b) 2 Books of Magic Spells [Conjurings and Tricks]
c) 2 Books of Magic Spells [Incantations and Illusions]
d) 2 Books of Magic Spells [Sorcery and Evocations] {!d!k!v}
e) 2 Books of Magic Spells [Resistances of Scarabtarices] {!d!k!v}
   It cannot be harmed by the elements.  
f) 2 Books of Magic Spells [Raal's Tome of Destruction] {!d!k!v}
   It cannot be harmed by the elements.  
g) 2 Books of Magic Spells [Mordenkainen's Escapes] {!d!k!v}
   It cannot be harmed by the elements.  
h) a Book of Magic Spells [Tenser's Transformations]
   It cannot be harmed by the elements.  
i) 2 Books of Magic Spells [Kelek's Grimoire of Power] {!d!k!v}
   It cannot be harmed by the elements.  
j) 23 Potions of Healing {!q!k}
k) 27 Potions of *Healing* {10% off}
l) 28 Potions of Restore Mana
m) 3 Rods of Healing
n) a Staff of Healing (3 charges)
o) The Massive Iron Crown of Morgoth [0,+0] (+125) {cursed}
   It increases all your stats by 125.  It increases your infravision by
   125.  It provides resistance to acid, lightning, fire, cold, poison, 
   fear, light, dark, confusion, nexus, and nether.  It lights the dungeon
   around you.  It grants you the power of telepathy and the ability to
   see invisible things, but it also is permanently cursed.  It cannot be
   harmed by the elements.  
p) The Bastard Sword 'Calris' (5d4) (+8,+20) (+5) {uncursed}
   It increases your constitution by 5.  It slays trolls, demons, and all
   evil creatures, and it is especially deadly against dragons.  It
   provides resistance to disenchantment.  It aggravates creatures around
   you.  It cannot be harmed by the elements.  
q) The Mighty Hammer 'Grond' (9d9) (+5,+25) [+10]
   It slays animals, orcs, trolls, and all evil creatures, and it is
   especially deadly against dragons, demons, and undead.  It creates
   earthquakes on impact.  It grants you the power of telepathy and the
   ability to see invisible things, but it also aggravates creatures
   around you.  It cannot be harmed by the elements.  
r) The Heavy Crossbow of Umbar (x4) (+18,+18) (+2)
   It increases your strength and constitution by 2.  It increases your 
   shooting power by 2.  It provides resistance to lightning, light, dark,
    and blindness.  It aggravates creatures around you.  It activates for 
   a magical arrow (150) every 20+d20 turns.  It cannot be harmed by the
   elements.  
s) 30 Seeker Bolts of Wounding (4d5) (+21,+15)
t) 23 Seeker Bolts of Slay Evil (4d5) (+16,+10)
   It slays all evil creatures.  
u) 27 Seeker Bolts of Slay Evil (4d5) (+11,+10)
   It slays all evil creatures.  


  [Home Inventory]

a) a Book of Magic Spells [Tenser's Transformations]
   It cannot be harmed by the elements.  
b) 17 Mushrooms of Restoring
c) 5 Potions of Restore Mana
d) 12 Scrolls of Protection from Evil
e) 4 Scrolls of Rune of Protection
f) The Ring of Tulkas (+4)
   It increases your strength, dexterity, and constitution by 4.  It
   provides resistance to fear.  It activates for haste self (75+d75
   turns) every 150+d150 turns.  It cannot be harmed by the elements.  
g) an Amulet of the Magi [+8] (+4)
   It increases your intelligence by 4.  It increases your searching by 4.
   It provides resistance to confusion.  It sustains your intelligence.  
   It grants you immunity to paralysis and the ability to see invisible
   things.  It cannot be harmed by the elements.  
h) The Necklace of the Dwarves (+3)
   It increases your strength and constitution by 3.  It increases your 
   infravision by 3.  It provides resistance to fear.  It lights the
   dungeon around you and speeds your regeneration.  It grants you 
   immunity to paralysis and the ability to see invisible things.  It
   cannot be harmed by the elements.  
i) The Elfstone 'Elessar' (+7,+7) [+10] (+2)
   It increases your strength, wisdom, and charisma by 2.  It increases
   your speed by 2.  It provides resistance to fire, poison, and fear.  It
   activates for heal (500) every 200 turns.  It cannot be harmed by the
   elements.  
j) The Jewel 'Evenstar' (charging) {!d!k!v}
   It provides resistance to cold, dark, and life draining.  It sustains
   your intelligence, wisdom, and constitution.  It activates for restore
   life levels every 150 turns.  It cannot be harmed by the elements.  
k) The Star of Elendil
   It lights the dungeon around you.  It grants you the ability to see
   invisible things.  It activates for magic mapping every 50+d50 turns.  
   It cannot be harmed by the elements.  
l) The Arkenstone of Thrain
   It provides resistance to light, dark, and life draining.  It lights
   the dungeon around you.  It grants you the ability to see invisible
   things.  It activates for detection every 30+d30 turns.  It cannot be
   harmed by the elements.  
m) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4)
   It increases your strength and charisma by 4.  It cannot be harmed by
   the elements.  It might have hidden powers.  
n) The Cloak 'Holcolleth' [1,+10] (+2)
   It increases your intelligence and wisdom by 2.  It increases your 
   stealth and speed by 2.  It provides resistance to acid.  It activates
   for sleep II every 55 turns.  It cannot be harmed by the elements.  
o) The Large Metal Shield of Anarion [5,+20]
   It provides resistance to acid, lightning, fire, and cold.  It sustains
   all your stats.  It cannot be harmed by the elements.  
p) The Golden Crown of Gondor [0,+15] (+3)
   It increases your strength, wisdom, and constitution by 3.  It
   increases your speed by 3.  It provides resistance to fire, cold, light
   , blindness, confusion, sound, and chaos.  It lights the dungeon around
   you and speeds your regeneration.  It grants you the ability to see
   invisible things.  It activates for heal (500) every 250 turns.  It
   cannot be harmed by the elements.  
q) The Hard Leather Cap of Thranduil [2,+10] (+2)
   It increases your intelligence and wisdom by 2.  It provides resistance
   to blindness.  It grants you the power of telepathy.  It cannot be
   harmed by the elements.  
r) The Metal Cap of Celebrimbor [3,+18] (+3 to searching)
   It increases your intelligence, dexterity, and charisma by 3.  It
   increases your searching by 3.  It provides resistance to acid, fire, 
   shards, and disenchantment.  It cannot be harmed by the elements.  
s) The Iron Helm of Dor-Lomin [5,+20] (+4)
   It increases your strength, dexterity, and constitution by 4.  It
   provides resistance to acid, lightning, fire, cold, and fear.  It 
   lights the dungeon around you.  It grants you the power of telepathy
    and the ability to see invisible things.  It cannot be harmed by the
   elements.  
t) The Pair of Soft Leather Boots 'Dal-i-thalion' [2,+15] (+5)
   It increases your dexterity by 5.  It provides resistance to confusion, 
   nether, and chaos.  It sustains your constitution.  It grants you 
   immunity to paralysis.  It activates for remove fear and cure poison
   every 5 turns.  It cannot be harmed by the elements.  
u) a Pair of Metal Shod Boots of Speed [6,+11] (+9)
   It increases your speed by 9.  
v) The Two-Handed Sword 'Zarcuthra' (4d6) (+19,+21) (+4)
   It increases your strength and charisma by 4.  It increases your 
   infravision by 4.  It slays animals, orcs, trolls, giants, demons, 
   undead, and all evil creatures, and it is especially deadly against 
   dragons.  It is branded with fire.  It provides resistance to fire and 
   chaos.  It grants you immunity to paralysis and the ability to see
   invisible things, but it also aggravates creatures around you.  It
   cannot be harmed by the elements.  
w) The Mattock of Nain (2d8) (+12,+18) (+6 to searching)
   It increases your strength by 6.  It increases your searching, 
   infravision, and tunneling by 6.  It slays orcs, trolls, giants, and 
   dragons.  It provides resistance to dark and disenchantment.  It
   activates for stone to mud every 2 turns.  It cannot be harmed by the
   elements.  


  [Options]

Adult: Allow purchase of stats using points  : no  (adult_point_based)
Adult: Allow specification of minimal stats  : yes (adult_auto_roller)
Adult: Maximize effect of race/class bonuses : yes (adult_maximize)
Adult: Preserve artifacts when leaving level : yes (adult_preserve)
Adult: Restrict the use of stairs/recall     : no  (adult_ironman)
Adult: Restrict the use of stores/home       : no  (adult_no_stores)
Adult: Restrict creation of artifacts        : no  (adult_no_artifacts)
Adult: Randomize some of the artifacts (beta): no  (adult_rand_artifacts)
Adult: Don't stack objects on the floor      : no  (adult_no_stacking)
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 19.5.2003 19:54
Last updated on 20.9.2003 07:21

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Comments

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On 19.5.2003 19:54 loefftj@yahoo.com wrote:
Doing well on this character. Just killed off Saruman, Ar-Pharazon, and Harowen all on DLV 51. Bad part was no good ART's out of it.

Could swap out Thran/Amrod/Thror for Hammer/Amras/Dai and gain nether and chaos resist. But I lose HP and speed in the process.

Any equipment suggestions welcome.

On 30.5.2003 18:16 loefftj@yahoo.com wrote:
Just made CLVL 50!! I also killed off Dwar the Dog Lord just after I made this dump. Unfortunately no good kit off of him. Still struggling with equipment. I have a lot of good stuff but none of it seems to fit well together. Need 1 of three things then I would be able shift things around:

Thorin, amulet of Magi, or better ROS would really help.


On 10.6.2003 14:57 loefftj@yahoo.com wrote:
Managed to find a couple of artifacts that allowed me to switch some stuff around. Gained nether, chaos, nexus resist at the expense of regen and hold life. But I can carry Evenstar around to help with that. Still would like to find amulet of Magi. That would help get regen back. Thorin would still help too ... so would Ringil or Feanor (can always hope ;-)).

On 24.6.2003 18:20 loefftj@yahoo.com wrote:
Finally managed to track down and get rid of Uriel. All uniques are dead through DLVL 63. Next is to head down to 64 and clean up the next couple.

Found Thorin (yes!). That helps with the equipment. Next thing I would like is a good Amulet of the Magi. That would let me switch to a different bow and get back regen.

Any suggestions welcome.

On 26.6.2003 16:31 loefftj@yahoo.com wrote:
Doing good. I have all resists covered except for shards. Would like to wear the boots of speed that I have but that would mean giving up nether resist. Would also like to use that beefy xbow of Umbar but I am a little afraid of the aggravate quality.

On 27.6.2003 04:32 skadabra67@hotmail.com wrote:
IMHO the difference between +11 and +20 speed is important enough, that the Boots of Speed are worth more than the nether resist from Dal-i-thalion.

On 1.7.2003 17:04 loefftj@yahoo.com wrote:
Still running around at +10 unhasted. Using Nain for the resDisen with Zarcuthra as a swap. Still looking for a nicely hasted artifact or a big speed ring. Decided to stay with Dal-i-thalion for the resNether.


On 14.7.2003 18:29 loefftj@yahoo.com wrote:
Still doing great! Found some good stuff ... Cubragol (finally!). All resists covered except for shards. Any equipment suggestions welcome.

On 14.7.2003 18:42 skadabra67@hotmail.com wrote:
Strong character! You could probably kill Morgoth easily right now, with sea of runes.

On 17.7.2003 16:00 loefftj@yahoo.com wrote:
Finally found Ringil with a character. Got it off of a Dread on dlvl 85. Was so surprised that I actually had to stop and look at the screen a couple of times. Came right after I wasted a GWoMC and then proceeded to fall through a trap door before I could ID anything (arrrgh). Now the question is do I leave cubragol at home and pick up the xbow Umbar so I can do some real damage with a bow. Decisions, decisions ....

On 18.7.2003 09:27 erikmesoyATyahoo.com wrote:
I'd say keep Cubragol, both for the speed and 'cause xbow o' Umbar aggravates.

On 22.7.2003 16:27 loefftj@yahoo.com wrote:
Last post for a while ... moving house and the computer will need to get packed up. Was hoping to take on Morgy before the move but things just got too insane. Found the Palantir last night. With that and Ringil I think I need to re-evaluate equipment again.

As always suggestions are welcome.

On 20.9.2003 07:21 loefftj@yahoo.com wrote:
Finally did it! Lots of mana storms and rift spells and Morgoth bit the dust. No save scum or pillar tango with this character.

Now to decide what to play next.

On 20.9.2003 11:02 pav wrote:
Congratulations on your win!

What about playing some more Angband? :)

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