The Angband Ladder: Arcinal, Gnome Mage by <pf_moore@yahoo.co.uk>

  [Angband 3.0.1 Character Dump]

 Name   Arcinal                                  Self  RB  CB  EB   Best
 Sex    Male              Age        78   STR! 18/100  -1  -5 +10 18/140
 Race   Gnome             Height     42   INT! 18/100  +2  +3  +8 18/230
 Class  Mage              Weight     96   WIS! 18/100  +0  +0  +6 18/160
 Title  ***WINNER***      Status     52   DEX! 18/100  +2  +1  +6 18/190
 HP     850/850           Maximize    Y   CON! 18/100  +1  -2 +11 18/200
 SP     314/384           Preserve    Y   CHR! 18/100  -2  +1  +4 18/130

 Level           50       Armor    [38,+119]     Saving Throw     Heroic
 Cur Exp   10454448       Fight    (+36,+23)     Stealth       Excellent
 Max Exp   10454448       Melee    (+45,+32)     Fighting      Legendary
 Adv Exp   ********       Shoot    (+46,+14)     Shooting      Legendary
                          Blows       4/turn     Disarming        Superb
 Gold       3629809       Shots       1/turn     Magic Device  Legendary
                                                 Perception         Good
 Burden   347.1 lbs       Infra        70 ft     Searching          Fair

 You are one of several children of a Gnome Warrior.  You are a credit
 to the family.  You have hazel eyes, wavy brown hair, and an average
 complexion.



  [Character Equipment]

a) The Katana 'Aglarang' (8d4) (+9,+9) (+5)
   It affects your dexterity.
   It affects your speed.
   It sustains your dexterity.
b) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10)
   It can be activated for fire branding of bolts every 999 turns if it is
   being worn.
   It affects your speed.
   It provides resistance to fire.
c) a Tortoise Shell Ring of Speed (+14)
d) The Ring of Power 'Narya' (+6,+6) (+1)
   It can be activated for large fire ball (120) every 20+d20 turns if it
   is being worn.
   It affects your strength.
   It affects your intelligence.
   It affects your wisdom.
   It affects your dexterity.
   It affects your constitution.
   It affects your charisma.
   It affects your speed.
   It sustains your strength.
   It sustains your wisdom.
   It sustains your constitution.
   It sustains your charisma.
   It provides immunity to fire.
   It provides resistance to fear.
   It provides resistance to nether.
   It slows your metabolism.
   It speeds your regenerative powers.
   It allows you to see invisible monsters.
   It provides immunity to paralysis.
e) The Amulet of Ingwe (+3)
   It can be activated for dispel evil (x5) every 50+d50 turns if it is
   being worn.
   It affects your intelligence.
   It affects your wisdom.
   It affects your charisma.
   It affects your infravision.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to cold.
   It allows you to see invisible monsters.
   It provides immunity to paralysis.
f) The Arkenstone of Thrain
   It can be activated for detection every 30+d30 turns if it is being
   worn.
   It provides resistance to light.
   It provides resistance to dark.
   It allows you to see invisible monsters.
   It provides resistance to life draining.
g) The Full Plate Armour of Isildur [25,+23] (+1)
   It affects your constitution.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to confusion.
   It provides resistance to sound.
   It provides resistance to nexus.
h) a Cloak of the Magi [1,+13] (+2) {Int}
   It slows your metabolism.
i) The Small Metal Shield of Thorin [3,+25] (+4)
   It affects your strength.
   It affects your constitution.
   It provides immunity to acid.
   It provides resistance to fear.
   It provides resistance to sound.
   It provides resistance to chaos.
   It provides immunity to paralysis.
j) The Hard Leather Cap of Thranduil [2,+10] (+2) {Black Orcs, 900'}
   It affects your intelligence.
   It affects your wisdom.
   It provides resistance to blindness.
   It gives telepathic powers.
k) The Set of Leather Gloves 'Cambeleg' (+7,+7) [1,+14] (+2)
   It affects your strength.
   It affects your constitution.
   It provides immunity to paralysis.
l) The Pair of Metal Shod Boots of Thror [6,+20] (+3)
   It affects your strength.
   It affects your constitution.
   It affects your speed.
   It provides resistance to fear.


  [Character Inventory]

a) 2 Books of Magic Spells [Magic for Beginners] {@m1@b1@G1!d!v!k}
b) 4 Books of Magic Spells [Conjurings and Tricks] {@m2@b2@G2!d!v!k, 10% off}
c) 4 Books of Magic Spells [Incantations and Illusions] {@m3@b3@G3!d!v!k}
d) 4 Books of Magic Spells [Sorcery and Evocations] {@m4@b4@G4!d!v!k}
e) 2 Books of Magic Spells [Resistances of Scarabtarices] {@m5@b5@G5!d!v!k}
f) 2 Books of Magic Spells [Raal's Tome of Destruction] {@m6@b6@G6!d!v!k}
g) 2 Books of Magic Spells [Mordenkainen's Escapes] {@m7@b7@G7!d!v!k Gelatinou}
h) 8 Books of Magic Spells [Kelek's Grimoire of Power] {@m9@b9@G9!d!v!k Floor,}
i) 49 Metallic Blue Potions of Healing {40% off}
j) 9 Yellow Potions of *Healing*
k) 4 Brown Speckled Potions of Life
l) 67 Brown Potions of Restore Mana {10% off}
m) a Tin Rod of Enlightenment {@z1}
n) a Hemlock Staff of Healing (3 charges)
o) a Hemlock Staff of Healing (2 charges)
p) a Bamboo Staff of the Magi (4 charges)
q) 2 Bamboo Staffs of the Magi (3 charges)
r) The Elfstone 'Elessar' (+7,+7) [+10] (+2)
   It can be activated for heal (500) every 200 turns if it is being worn.
   It affects your strength.
   It affects your wisdom.
   It affects your charisma.
   It affects your speed.
   It provides resistance to fire.
   It provides resistance to poison.
   It provides resistance to fear.
s) The Massive Iron Crown of Morgoth [0,+0] (+125) {cursed}
   It affects your strength.
   It affects your intelligence.
   It affects your wisdom.
   It affects your dexterity.
   It affects your constitution.
   It affects your charisma.
   It affects your infravision.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to poison.
   It provides resistance to fear.
   It provides resistance to light.
   It provides resistance to dark.
   It provides resistance to confusion.
   It provides resistance to nexus.
   It provides resistance to nether.
   It provides permanent light.
   It gives telepathic powers.
   It allows you to see invisible monsters.
   It is permanently cursed.
t) The Mighty Hammer 'Grond' (9d9) (+5,+25) [+10]
   It is especially deadly against natural creatures.
   It fights against evil with holy fury.
   It is especially deadly against orcs.
   It is especially deadly against trolls.
   It is a great bane of dragons.
   It is a great bane of demons.
   It is a great bane of the undead.
   It gives telepathic powers.
   It allows you to see invisible monsters.
   It induces earthquakes.
   It aggravates nearby creatures.
u) 25 Bolts of Slay Evil (1d5) (+12,+16)
v) 21 Seeker Bolts of Wounding (4d5) (+18,+17)
w) 21 Silver Bolts of Holy Might (3d5) (+22,+15)


  [Home Inventory]

a) 7 Books of Magic Spells [Resistances of Scarabtarices] {@m5@b5@G5!d!v!k}
b) 5 Books of Magic Spells [Raal's Tome of Destruction] {@m6@b6@G6!d!v!k}
c) 11 Books of Magic Spells [Mordenkainen's Escapes] {@m7@b7@G7!d!v!k Gelatino}
d) 4 Books of Magic Spells [Tenser's Transformations] {@m8@b8@G8!d!v!k}
e) 25 Scrolls titled "oxrea sna" of *Identify* {10% off}
f) a Runed Rod of Detection {@z2}
g) 2 Ivory Staffs of Power (4 charges)
h) a Tortoise Shell Ring of Speed (+12)
i) The Ring of Barahir (+1)
   It affects your strength.
   It affects your intelligence.
   It affects your wisdom.
   It affects your dexterity.
   It affects your constitution.
   It affects your charisma.
   It affects your stealth.
   It provides resistance to poison.
   It provides resistance to dark.
j) The Ring of Tulkas (+4)
   It can be activated for haste self (75+d75 turns) every 150+d150 turns
   if it is being worn.
   It affects your strength.
   It affects your dexterity.
   It affects your constitution.
   It provides resistance to fear.
k) a Mother-of-Pearl Amulet of the Magi [+10] (+3) {Int rConf SI}
l) The Amulet of Carlammas (+2)
   It can be activated for protection from evil every 225+d225 turns if it
   is being worn.
   It affects your constitution.
   It provides resistance to fire.
m) The Jewel 'Evenstar'
   It can be activated for restore life levels every 150 turns if it is
   being worn.
   It sustains your intelligence.
   It sustains your wisdom.
   It sustains your constitution.
   It provides resistance to cold.
   It provides resistance to dark.
   It provides resistance to life draining.
n) a Bone Amulet of Trickery (+3) {Dex, Spd, rPois}
o) The Star of Elendil {Scatha, 2150'}
   It can be activated for magic mapping every 50+d50 turns if it is being
   worn.
   It allows you to see invisible monsters.
p) The Mithril Chain Mail 'Belegennon' (-1) [28,+20] (+4)
   It can be activated for phase door every 2 turns if it is being worn.
   It affects your stealth.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It provides resistance to poison.
q) The Large Metal Shield of Anarion [5,+20]
   It sustains your strength.
   It sustains your intelligence.
   It sustains your wisdom.
   It sustains your dexterity.
   It sustains your constitution.
   It sustains your charisma.
   It provides resistance to acid.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
r) The Set of Cesti of Fingolfin (+10,+10) [5,+20] (+4)
   It can be activated for a magical arrow (150) every 30+d30 turns if it
   is being worn.
   It affects your dexterity.
   It provides resistance to acid.
   It provides immunity to paralysis.
s) The Dagger of Rilia (2d4) (+10,+9)
   It can be activated for stinking cloud (12) every 4+d4 turns if it is
   being worn.
   It is especially deadly against orcs.
   It does extra damage from poison.
   It provides resistance to poison.
   It provides resistance to disenchantment.
t) The Two-Handed Flail 'Thunderfist' (4d6) (+5,+18) (+4)
   It affects your strength.
   It affects your constitution.
   It is especially deadly against natural creatures.
   It is especially deadly against orcs.
   It is especially deadly against trolls.
   It does extra damage from electricity.
   It does extra damage from fire.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to fear.
   It provides resistance to dark.
u) The Dwarven Pick of Erebor (3d4) (+5,+20) (+5)
   It affects your strength.
   It affects your constitution.
   It affects your ability to tunnel.
   It strikes at demons with holy wrath.
   It is especially deadly against orcs.
   It is especially deadly against trolls.
   It does extra damage from acid.
   It sustains your strength.
   It provides resistance to light.
   It provides resistance to dark.
   It provides resistance to chaos.
   It provides permanent light.
v) The Short Bow of Amras (x2) (+12,+15) (+1 to speed)
   It affects your intelligence.
   It affects your wisdom.
   It affects your dexterity.
   It affects your speed.
   It affects your shooting speed.
   It affects your shooting power.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It slows your metabolism.
w) The Short Bow of Amrod (x2) (+12,+15) (+2) {Acq scroll, 1800'}
   It affects your strength.
   It affects your constitution.
   It affects your shooting power.
   It provides resistance to electricity.
   It provides resistance to fire.
   It provides resistance to cold.
   It speeds your regenerative powers.
x) The Long Bow of Bard (x3) (+17,+19) (+2)
   It affects your dexterity.
   It affects your speed.
   It affects your shooting power.
   It provides immunity to paralysis.


  [Options]

Adult: Allow purchase of stats using points  : yes (adult_point_based)
Adult: Allow specification of minimal stats  : no  (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 28.9.2003 15:20
Last updated on 12.10.2003 20:25

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3899. on the Ladder (of 19090)
1175. on the Angband Ladder (of 6561)
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Comments

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On 28.9.2003 15:20 pf_moore@yahoo.co.uk wrote:
Just got my first L50 character! Currently at dungeon level 74, killed 80 out of 83 uniques seen so far (there are 97 in V301, if my scan of monster.txt is right). Back in town, about to shuffle my equipment before going in again.

Any advice would be gratefully accepted, particularly about what is worth looking for still, and how deep I should be going. My gut feel is that I'm close to being ready to take on Morgoth, but I'm not sure...

On 4.10.2003 12:20 pf_moore@yahoo.co.uk wrote:
Just got Thorin - I'd love to swap Anarion out, but I lose all those sustains...

Also, I've got too many amulets (just found Elessar). Not sure what to do - I should probably sell some, but I'm not sure which.

It's a bit boring right now. Recall, search for uniques/artifacts, leave. Rinse & repeat. All I'm really trying to do is kill all the uniques before taking on Morgoth, as well as improving my equipment as much as possible. I've got this feeling that Morgoth is either going to be easy, or I'll go before I'm ready, and die...

On 7.10.2003 23:26 pf_moore@yahoo.co.uk wrote:
Stupidly powerful, now. Hunting down the last 10 uniques, then I think I'll go for it...

Morgoth-killing advice would be appreciated!

On 8.10.2003 15:08 loefftj@yahoo.com wrote:
If you have all of the uniques dead then Morgy is easy. Set up a quick sea of runes when you enter the level, haste up, cast resistance ... wait. Cast Mana Storm until he gets to the runes, rift, banish any summons. Just watch the hit points. 850 won't seem like a lot when he whacks you with a big darkness storm.

On 8.10.2003 17:42 pf_moore@yahoo.co.uk wrote:
Is rift enough? I was thinking that teleport other puts him far enough away for me to tidy up, heal, and regain mana.

On 8.10.2003 22:05 loefftj@yahoo.com wrote:
Depends how bad off you are and why you are teleporting him away. With my mage (Dorlin) I used Rift through the whole fight. Most of the time that gave enough time to drink a potion and repair a rune. But do whatever you feel comfortable with.

On 10.10.2003 00:03 loefftj@yahoo.com wrote:
How many uniques do you have left?

When is the date with Morgy?

Solas

On 10.10.2003 11:26 pf_moore@yahoo.co.uk wrote:
About 8 now. One (Baphomet) I think I left behind, so I'll probably not see him.

I'm diving as fast as I can (4500' at the moment), (genocide, search for uniques/vaults, next level) but I'm working overnight tonight, so I may not finish it this weekend. But early next week for sure!

On 12.10.2003 18:17 pf_moore@yahoo.co.uk wrote:
Just killed Sauron! I'm back in town, restocking now, to go and see Morgoth. One unique (Kronos) left alive, but I'm planning on a sea of runes, so I probably don't need to worry about him...

On 12.10.2003 20:25 pf_moore@yahoo.co.uk wrote:
Did it!!! Basically, I used a sea of runes, and mana storm/rift. I teleported him away while I was setting up the sea. I had speed +40 hasted, so I was pretty OK on speed. I used 1 *Heal*, 3 heal, 7 restore mana, 2 charges from the staff of the Magi, and 1 charge from the Healing staff. Looks like I was a bit over-equipped :-)

Morgoth did summon Kronos, before I had the runes set up, but I teleported him away and ignored him after that.

Hmm. What do I do in the evenings now?

On 13.10.2003 01:11 Mars wrote:
How about playing a yeek warrior :D? Or enjoy yourself with another variant.

Oh, and congrats with this winner ;)

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