The Angband Ladder: Slakrestiek, High-Elf Mage by <apathy@doom-metal.com>

  [Angband 3.0.3 Character Dump]

 Name   Slakrestiek                              Self  RB  CB  EB   Best
 Sex    Male              Age       106   STR:     15  +1  -5  +2     13
 Race   High-Elf          Height     83   INT:  18/64  +3  +3  +2 18/144
 Class  Mage              Weight    202   WIS:     11  -1  +0  +0     10
 Title  Evoker            Status     54   DEX:     11  +3  +1  +2     17
 HP     -3/191            Maximize    Y   CON:     14  +1  -2  +2     15
 SP     160/175           Preserve    Y   CHR:     17  +5  +1  +4  18/90

 Level           29       Armor     [15,+41]     Saving Throw     Superb
 Cur Exp     124416       Fight      (+2,+0)     Stealth       Excellent
 Max Exp     124416       Melee    (+13,+15)     Fighting         Superb
 Adv Exp     172500       Shoot     (+12,+7)     Shooting         Superb
                          Blows       1/turn     Disarming     Excellent
 Gold         23704       Shots       2/turn     Magic Device     Heroic
                                                 Perception         Good
 Burden   106.3 lbs       Infra        40 ft     Searching          Fair

 You are one of several children of a Vanyarin Archer.  You have light
 grey eyes, straight black hair, and a fair complexion.




  [Last Messages]

> You are hit by poison!
> It bites you. <2x>
> It claws you. <2x>
> It hits you.
> Illegal object choice (inven)!
> It dies. <3x>
> It yelps feebly.
> It dies. <2x>
> It howls in pain.
> It howls in agony.
> It squeals in pain.
> It gazes at you.
> It butts you.
> It gazes at you.
> You die.


  [Character Equipment]

a) an Awl-Pike of Westernesse (1d8) (+11,+15) (+2)
   It increases your strength, dexterity, and constitution by 2.  It slays 
   orcs, trolls, and giants.  It grants you immunity to paralysis and the
   ability to see invisible things.  
b) a Long Bow of Extra Shots (x3) (+10,+7) (+1)
   It increases your shooting speed by 1.  
c) a Turquoise Ring of Intelligence (+2)
   It increases your intelligence by 2.  It sustains your intelligence.  
d) a Corundum Ring of Protection [+12] {25% off}
e) an Azure Amulet of Charisma (+4)
   It increases your charisma by 4.  It sustains your charisma.  
f) The Phial of Galadriel
   It lights the dungeon around you.  It activates for illumination every
   10+d10 turns.  It cannot be harmed by the elements.  
g) Soft Studded Leather of Elvenkind [5,+17] (+2 to stealth)
   It increases your stealth by 2.  It provides resistance to acid, 
   lightning, fire, cold, and nexus.  It cannot be harmed by the elements.
   
h) (nothing)
i) a Small Metal Shield [3,+6]
j) an Iron Helm [5,+6]
k) (nothing)
l) a Pair of Soft Leather Boots of Stability [2,-1]
   It provides resistance to nexus.  It makes you fall like a feather.  


  [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) a Book of Magic Spells [Sorcery and Evocations]
e) a Book of Magic Spells [Resistances of Scarabtarices]
   It cannot be harmed by the elements.  
f) a Puce Potion of Berserk Strength
g) 5 Blue Potions of Cure Critical Wounds
h) a Tangerine Potion of Restore Mana
i) a Blue Speckled Potion of Restore Life Levels
j) a Cloudy Potion of Restore Intelligence
k) 4 Scrolls titled "ab abpet nin" of Word of Recall
l) a Scroll titled "oodwex monmic" of Remove Curse
m) a Scroll titled "ornwerg grejo" of Enchant Armor
n) a Lead-Plated Rod of Acid Balls (charging)
o) a Cast Iron Rod of Fire Balls (charging)
p) a Titanium Wand of Teleport Other (8 charges)
q) a Short Sword of Extra Attacks (1d7) (+6,+3) (+2)
   It increases your attack speed by 2.  
r) a Cutlass (Defender) (1d7) (+6,+14) [+2] (+3 to stealth)
   It increases your stealth by 3.  It provides resistance to acid, 
   lightning, fire, and cold.  It sustains your wisdom.  It makes you fall
   like a feather and speeds your regeneration.  It grants you immunity to
   paralysis and the ability to see invisible things.  It cannot be harmed
   by the elements.  
s) 13 Arrows (1d4) (+6,+6)
t) 17 Arrows (1d4) (+0,+0)


  [Home Inventory]

a) a Book of Magic Spells [Tenser's Transformations]
   It cannot be harmed by the elements.  
b) The Dagger 'Dethanc' (1d4) (+4,+6)
   It is branded with electricity.  It provides resistance to lightning.  
   It activates for lightning bolt (4d8) every 6+d6 turns.  It cannot be
   harmed by the elements.  
c) a Lucerne Hammer (Defender) (2d5) (+8,+10) [+7] (+3 to stealth)
   It increases your stealth by 3.  It provides resistance to acid, 
   lightning, fire, and cold.  It sustains your constitution.  It makes
   you fall like a feather and speeds your regeneration.  It grants you 
   immunity to paralysis and the ability to see invisible things.  It
   cannot be harmed by the elements.  


  [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 17:39
Last updated on 30.9.2003 14:10

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Comments

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On 28.9.2003 17:39 apathy@doom-metal.com wrote:
This is the furthest I've ever been, and I'm starting to get paranoid. I need blind and confusion resistance, but aside from that I am in pretty good shape, i think. Just got Haste Self so that should makes things a tad easier. Also I was pretty lucky to find a rod of acid balls on the fifth level, which has been my best friend since then and has saved me stupid amounts of times. Anyway, I think I might hang around level 20 and build a few more levels and hopefully get a new weapon as the one I have now is pretty redundant.

On 29.9.2003 00:05 andrew@msri.org wrote:
so is your cloak... :)

On 29.9.2003 00:07 pf_moore@yahoo.co.uk wrote:
The defender gives you free action and see invisible, which I don't see anywhere else. These are probably things you don't want to lose.

The bow's nice, although you probably want more arrows, as you'll go through them faster.

If you find a decent ring, swap one of the protection rings out. I generally find with a mage that protection rings aren't much use (after all, if I get in melee with a mage, I've probably made a mistake :-)

Personally, I wouldn't bother carrying the mushrooms, and I'd carry more potions of cure critical wounds. At this stage, swigging CCW is good enough for getting rid of blindness or confusion.

Dump the cloak and boots, in favour of even unenchanted ones. I assume this is a mid-dungeon dump. Doing this should be the first thing you do back in town.

Where is your home inventory? Haven't you got anything stored there? I usually stockpile all sorts of junk until I get the ID spell, and then trawl through it. There's usually *something* I keep...

On 29.9.2003 00:08 kingvictory2003@yahoo.com wrote:
Um...a Defender redundant?!?! Defenders IMHO are one of, if not THE premiere, ego-weapon for vanilla mages, especially at a relatively early level of 25. Just browsing your equipment at the moment, I'd say your hammer is your only source of free action, which is *absolutely* essential in all *bands, and regeneration, which really helps out a lot. Plus, it looks like you can dole out much more damage using the longbow considering your 1 blow/round in melee.

Anyhow, nice work, especially when you're only at 1000'. Keep it up!

Cheers,

Victor

On 29.9.2003 15:14 apathy@doom-metal.com wrote:
Dumped just after a troll pit on a superb level 24, found a weapon of westerness on level 23 in my first vault, at least I think it was a vault as it was packed with items, all of them useless except the Westernesse and another !oIntellegence. Not sure what I am going to do now, I guess I'll drop to level 30 and start hunting down stat potions to improve my spells.

On 29.9.2003 15:14 apathy@doom-metal.com wrote:
Dumped just after a troll pit on a superb level 24, found a weapon of westerness on level 23 in my first vault, at least I think it was a vault as it was packed with items, all of them useless except the Westernesse and another !oIntellegence. Not sure what I am going to do now, I guess I'll drop to level 30 and start hunting down stat potions to improve my spells.

On 30.9.2003 06:23 apathy@doom-metal.com wrote:
At 1300' now, just cleared another troll pit, which netted me another 13K exp. Haven't really found anything all that greaet in awhile, but I'm desperate for some strength potions as my armour class is falling and I can't carry anything too heavy without being slowed, which isn't good when you have to face 40 earth hounds, who almost killed me (teleport level is good!), also was almost slaughtered another two times, being saved by Teleport self, one time being teleported into a room full of black orcs with 27 hp left... not good. Luckily lots of mana and teleporting saved the day. I've killed 19 uniques too. The hardest, according to the list, was Sangahyando Of Umbar, who succumbed to haste self and +5, +6 arrows.

On 30.9.2003 14:10 apathy@doom-metal.com wrote:
Well, it all had to come to an end. I wish I had copied the save file so I could keep playing, just to see what the rest of the game was like. Alas, I didn't, but I did learn the lesson of finding blind resist, as in the end I was trapped in a corridor full of hounds which were being continually summoned by a Q, who was also blinding me so I couldnt cast anything, I managed to survive long enough to quaff 8 critical heal potions, but everytime I was immediately blinded again. Damn that Q. The bastard!

On 7.10.2003 01:45 Mars wrote:
Staffs of teleportation are your friend, since you can use them even if blinded. Saved my mage's arse multiple times. Add that to the learning experience ;).

On 8.10.2003 07:11 apathy@doom-metal.com wrote:
Thanks, I'll keep that in mind. Though it doesn't always work as I found out multiple times with my Half Troll pries, who just got slaughtered by Qs. Thats two characters who have died to them now. I'll have to avoid them like the plague with my next character... Gnome Paladin!

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