The Angband Ladder: Alara Nethrel, Half-Troll Mage by <p_kuhler2000@yahoo.com>

  [Angband 3.0.3 Character Dump]

 Name   Alara Nethrel                            Self  RB  CB  EB   Best
 Sex    Female            Age        24   STR! 18/100  +4  -5 +20 18/300
 Race   Half-Troll        Height     87   INT! 18/100  -4  +3  +7 18/170
 Class  Mage              Weight    235   WIS! 18/100  -2  +0 +12 18/220
 Title  ***WINNER***      Status      1   DEX! 18/100  -4  +1  +7 18/170
 HP     983/983           Maximize    N   CON! 18/100  +3  -2 +10 18/200
 SP     359/359           Preserve    Y   CHR! 18/100  -6  +1 +15 18/250

 Level           50       Armor    [55,+138]     Saving Throw     Heroic
 Cur Exp   31516045       Fight    (+55,+51)     Stealth            Fair
 Max Exp   31516045       Melee    (+74,+72)     Fighting      Legendary
 Adv Exp   ********       Shoot    (+65,+14)     Shooting      Legendary
                          Blows       4/turn     Disarming        Superb
 Gold       1641519       Shots       1/turn     Magic Device  Legendary
                                                 Perception         Good
 Burden   191.7 lbs       Infra        90 ft     Searching          Fair

 Your father was a Stone-Troll Warrior.  You have puke-yellow eyes,
 dirty sea-weed green hair, and blue scabby skin.




  [Character Equipment]

a) The Two-Handed Sword 'Zarcuthra' (4d6) (+19,+21) (+4) {maeglin,4450}
   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.  
b) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10) {greatwyrmchaos,3850}
   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) The Ring of Power 'Nenya' (+8,+8) (+2) {greatwyrmofchaos,4750}
   It increases all your stats by 2.  It increases your speed by 2.  It
   provides immunity to cold.  It provides resistance to blindness and 
   life draining.  It sustains your intelligence, wisdom, and charisma.  
   It makes you fall like a feather and speeds your regeneration.  It
   grants you immunity to paralysis, the power of telepathy, and the
   ability to see invisible things.  It activates for large frost ball
   (200) every 20+d20 turns.  It cannot be harmed by the elements.  
d) The Ring of Power 'Narya' (+6,+6) (+1) {greatbilewrym,3650}
   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 Elfstone 'Elessar' (+7,+7) [+10] (+2) {greatervault,3250}
   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.  
f) The Palantir of Westernesse (+2) {greatbilewyrm,4300}
   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 Mithril Plate Mail of Celeborn (-3) [35,+25] (+4) (charging) {greathell}
   It increases your strength and charisma by 4.  It provides resistance
   to acid, lightning, fire, cold, dark, and disenchantment.  It activates
   for banishment every 500 turns.  It cannot be harmed by the elements.  
h) The Shadow Cloak of Luthien [6,+20] (+2) {greatbilewyrm,4300}
   It increases your intelligence, wisdom, and charisma by 2.  It
   increases your stealth and speed by 2.  It provides resistance to acid, 
   fire, and cold.  It activates for restore life levels every 250 turns.  
   It cannot be harmed by the elements.  
i) The Small Metal Shield of Thorin [3,+25] (+4) {lbalrog,2400}
   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 Golden Crown of Gondor [0,+15] (+3) (charging) {greatervault,4000}
   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.  
k) The Set of Cesti of Fingolfin (+10,+10) [5,+20] (+4) {greatbilewyrm,3750}
   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) a Pair of Metal Shod Boots of Speed [6,+11] (+10) {greatwyrmofchaos,5800}
   It increases your speed by 10.  


  [Character Inventory]

a) a Book of Magic Spells [Magic for Beginners] {@1!d!v}
b) a Book of Magic Spells [Conjurings and Tricks] {@2!d!v}
c) a Book of Magic Spells [Incantations and Illusions] {@3!d!v}
d) a Book of Magic Spells [Sorcery and Evocations] {@4!d!v}
e) a Book of Magic Spells [Resistances of Scarabtarices] {@5!d!v}
   It cannot be harmed by the elements.  
f) a Book of Magic Spells [Raal's Tome of Destruction] {@6!d!v}
   It cannot be harmed by the elements.  
g) a Book of Magic Spells [Mordenkainen's Escapes] {@7!d!v}
   It cannot be harmed by the elements.  
h) a Book of Magic Spells [Tenser's Transformations] {@8!d!v}
   It cannot be harmed by the elements.  
i) a Book of Magic Spells [Kelek's Grimoire of Power] {@9!d!v}
   It cannot be harmed by the elements.  
j) 28 Pungent Potions of Healing
k) 9 Oily Yellow Potions of *Healing*
l) 4 Purple Speckled Potions of Life
m) 14 Metallic Blue Potions of Restore Mana
n) 17 Scrolls titled "fucos ninpot" of *Identify*
o) a Runed Wand of Clone Monster (5 charges)
p) a Runed Wand of Clone Monster (4 charges)
q) 2 Runed Wands of Clone Monster (3 charges)
r) a Spruce Staff of Healing (3 charges)
s) a Mistletoe Staff of the Magi (4 charges)
t) a Set of Gauntlets [2,+7]
u) a Trident (1d8) (+9,+8)
v) a Trident (1d8) (+6,+5)


  [Home Inventory]

a) an Azurite Ring of Speed (+16) {greatwyrmofmanycolors,5900}
   It increases your speed by 16.  
b) The Ring of Tulkas (+4) {greatbilewyrm,3650}
   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.  
c) The Ring of Power 'Vilya' (+10,+10) (+3) {greatbilewyrm,5900}
   It increases all your stats by 3.  It increases your speed by 3.  It
   provides immunity to lightning.  It provides resistance to poison, 
   disenchantment, and life draining.  It sustains your strength, 
   dexterity, and constitution.  It slows your metabolism, makes you fall
   like a feather, and speeds your regeneration.  It grants you immunity
   to paralysis and the ability to see invisible things.  It activates for 
   large lightning ball (250) every 20+d20 turns.  It cannot be harmed by
   the elements.  
d) The Amulet of Ingwe (+3) {greatbilewyrm,3500}
   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.  
e) The Necklace of the Dwarves (+3) {greatbilewyrm,3650}
   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.  
f) The Arkenstone of Thrain {lessertitan,3100}
   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.  
g) The Full Plate Armour of Isildur [25,+25] (+1) {adunaphel,2150}
   It increases your constitution by 1.  It provides resistance to acid, 
   lightning, fire, cold, confusion, sound, and nexus.  It cannot be
   harmed by the elements.  
h) The Mithril Chain Mail 'Belegennon' (-1) [28,+20] (+4) {dracolich,3600}
   It increases your stealth by 4.  It provides resistance to acid, 
   lightning, fire, cold, and poison.  It activates for phase door every 2
   turns.  It cannot be harmed by the elements.  
i) The Adamantite Plate Mail 'Soulkeeper' (-4) [40,+20] (+2) {amhdragon,5850}
   It increases your constitution by 2.  It provides resistance to acid, 
   cold, fear, dark, confusion, nexus, nether, chaos, and life draining.  
   It sustains your constitution.  It activates for heal (1000) every 444
   turns.  It cannot be harmed by the elements.  
j) The Shield of Deflection of Gil-galad [10,+20] (+5) {undeadpit,3850}
   It increases your wisdom and charisma by 5.  It provides resistance to 
   acid, lightning, dark, and disenchantment.  It sustains your wisdom, 
   dexterity, and charisma.  It lights the dungeon around you.  It
   activates for starlight (10d8) every 100 turns.  It cannot be harmed by
   the elements.  
k) The Massive Iron Crown of Morgoth [0,+0] (+125) {morgoth,5000, 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.  
l) The Metal Cap of Celebrimbor [3,+18] (+3 to searching) {ancalagon,4000}
   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.  
m) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2) {undeadpit,3850}
   It increases your strength and constitution by 2.  It grants you 
   immunity to paralysis.  It cannot be harmed by the elements.  
n) The Pair of Metal Shod Boots of Thror [6,+20] (+3) {patriarch,2050}
   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.  
o) The Bastard Sword 'Calris' (5d4) (-20,+20) (+5) {greaticewyrm,5500, uncurse}
   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.  
p) The Glaive of Pain (9d6) (+0,+30) {morgoth,5000}
   It provides resistance to fear.  It cannot be harmed by the elements.  
q) The Great Axe of Durin (4d4) (+10,+20) [+15] (+3) {greatbilewyrm,3750}
   It increases your strength and constitution by 3.  It increases your 
   tunneling by 3.  It slays orcs, trolls, and demons, and it is
   especially deadly against dragons.  It is branded with acid and fire.  
   It provides resistance to acid, fire, fear, light, dark, confusion, and 
   chaos.  It grants you immunity to paralysis.  It cannot be harmed by
   the elements.  
r) The Quarterstaff of Olorin (2d9) (+9,+12) (+4) {saruman,2900}
   It increases your intelligence, wisdom, and charisma by 4.  It slays 
   orcs, trolls, and all evil creatures, and it is especially deadly
   against demons.  It is branded with fire.  It provides resistance to 
   fire, nether, and life draining.  It grants you the ability to see
   invisible things.  It activates for probing every 20 turns.  It cannot
   be harmed by the elements.  
s) The Mighty Hammer 'Grond' (9d9) (+5,+25) [+10] {morgoth,5000}
   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.  
t) The Dwarven Pick of Erebor (3d4) (+5,+20) (+5) {greathellwrym,4900}
   It increases your strength and constitution by 5.  It increases your 
   tunneling by 5.  It slays orcs, trolls, and demons.  It is branded with 
   acid.  It provides resistance to light, dark, and chaos.  It sustains
   your strength.  It lights the dungeon around you.  It cannot be harmed
   by the elements.  
u) The Short Bow of Amrod (x2) (+12,+15) (+2) {saruman,2900}
   It increases your strength and constitution by 2.  It increases your 
   shooting power by 2.  It provides resistance to lightning, fire, and 
   cold.  It speeds your regeneration.  It cannot be harmed by the
   elements.  
v) The Long Bow of Bard (x3) (+17,+19) (+2) {delflord,1500}
   It increases your dexterity by 2.  It increases your speed and shooting
   power by 2.  It grants you immunity to paralysis.  It cannot be harmed
   by the elements.  
w) The Long Bow 'Belthronding' (x3) (+20,+22) (+1) {dreadlord,5600}
   It increases your dexterity by 1.  It increases your stealth, speed,
    and shooting speed by 1.  It provides resistance to disenchantment.  
   It cannot be harmed by the elements.  
x) The Heavy Crossbow of Umbar (x4) (+18,+18) (+2) {greatermummy,3000}
   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.  


  [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 : no  (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 5.10.2003 03:37
Last updated on 30.10.2003 18:20

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876. on the Ladder (of 18951)
124. on the Angband Ladder (of 6491)
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Comments

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On 5.10.2003 03:37 p_kuhler2000@yahoo.com wrote:
another wack at the halftroll mage, we shall see. maybe being a girl will help..

On 5.10.2003 20:43 andrew@msri.org wrote:
it's cool you're trying a different kind of mage, besides the old high-elf or gnome mage...

no offense to anyone who plays those, i do all the time... :)

On 7.10.2003 02:04 p_kuhler2000@yahoo.com wrote:
never found bard before, that bow is bad ass

On 8.10.2003 09:20 p_kuhler2000@yahoo.com wrote:
1800' and cruising, i just gotta remember to be patient

On 9.10.2003 01:53 p_kuhler2000@yahoo.com wrote:
should i be wearing anguirel? i like the westernesse but the speed is really swaying me. anyone?

On 9.10.2003 02:25 Mars wrote:
Unless you think the +2 speed is worth aggravation I wouldn't bother with Anguirel. But if you're confident enough, go ahead, it will only cost you 2 dex.

Personally i would leave it at home; I think I'd prefer facing one faster opponent above facing 10 slightly faster opponents ;).

On 9.10.2003 15:52 loefftj@yahoo.com wrote:
IMHO as you get more more powerful the aggravate becomes less of an issue. As a half-troll mage you probably do quite a bit of melee. If it were me I would wield it but it seems that most people tend to avoid aggravate items. Probably also depends how comfortable you are at your current level. You are probably hanging around at stat gain right now. If you are comfortable with the risk at your current DLVL then wield Angruirel.

On 11.10.2003 03:31 p_kuhler2000@yahoo.com wrote:
found first RoSpeed.. -7 grrr. cruising otherwise.

On 13.10.2003 17:54 p_kuhler2000@yahoo.com wrote:
boots of speed +1, woo. keep hoping to find a better weapon, but this one does ok. so far no uniques have given problems, even medusa was pretty easy. that punkass always gives me a hard time..

On 17.10.2003 18:00 p_kuhler2000@yahoo.com wrote:
chuggin' right along. better shield, more speed, good amulet i'm set. sitting at 2400 right now, going up and down not much good stuff but its working ok.

On 19.10.2003 00:27 p_kuhler2000@yahoo.com wrote:
just picked up hella stuff from moriabalrog and his cronies. her best haul yet. just trying to be careful and hoping to find some cool rings since i have con to burn.

On 21.10.2003 01:44 p_kuhler2000@yahoo.com wrote:
50 finally. only at 2800, will start diving a little bit. need a better weapon though. that cloak is pretty big..

On 21.10.2003 17:47 loefftj@yahoo.com wrote:
The cloak is big ... but I still wouldn't wear it. Switch weapons to Balli. That will give 18/200 CON without losing anything. Switch the cloak to Holcolleth. That bumps up INT to 18/190 ... darn close to 0% fail. All you need is a +6 =oINT instead of the +5 and you are set. Actually you might lose resLIGHT/DARK with Balli. I would still do it though ... could also switch to Cammithrim that would get back resLight.

Solas

On 22.10.2003 19:27 p_kuhler2000@yahoo.com wrote:
cleared first dragon pit, pretty neat looking when you cast detect monsters.. so i am lv50 i have decent speed and can handle pretty much anything with rift/mana storm. at what rate should i dive? i am at 3250 now and holding.

On 22.10.2003 19:33 p_kuhler2000@yahoo.com wrote:
olorin for nether mainly, it has saved me 2x from dracolisks. although with caspanion/bali/holcolleth i might be better off. ill try it, thanks for the input.

On 22.10.2003 19:34 p_kuhler2000@yahoo.com wrote:
dracolichs rather

On 22.10.2003 22:30 loefftj@yahoo.com wrote:
Yes I can see keeping Olorin for resNeth. Although you could swap out bows (bard -> amrod). That would bring your Con up to 18/190. That is probably worth a few hp.

On 23.10.2003 22:16 p_kuhler2000@yahoo.com wrote:
had some good luck with bilewyrms, thorin rocks. is morgoth at 5000?

On 23.10.2003 23:13 loefftj@yahoo.com wrote:
Yes, Morgy is at 5000' (DLVL 100) but you will have to kill Sauron on DLVL 99 before a down staircase will appear. You are in great shape. How many uniques do you have left? You should be able to off Morgoth with the kit you have now. Although Cubragol might be nice for the extra speed.

On 25.10.2003 19:07 p_kuhler2000@yahoo.com wrote:
this is all new territory so i hope i dont mess up. this config gives me max stats with moth resists. i dont have any resldrain as is, but i can live with that. havent had any problems with uniques save that Atlas crushed like 4 of them in a vault and i havent found them yet..

On 25.10.2003 19:11 p_kuhler2000@yahoo.com wrote:
87 uniques down, i dont know how many there are though. is it just me or is rift a HUGE spell?

On 27.10.2003 17:00 loefftj@yahoo.com wrote:
I think that there are 97 uniques including Sauron and Morgoth. So you only have 8 left before the final two. Rift is a big spell. The damage is as good as mana storm but you get 0% fail plus it will move monsters away from you. The other spell that is good on Uniques is Chaos Strike (since uniques can't be polymorphed). I would probably carry either Balli or Zarcuthra as a main weapon and carry Nain as a swap. ResDisen is nice but not critical. Especially once the Tarrasque is out of the way. This character is more than ready to take on Sauron and Morgy. Having two rings of power is nice.



On 27.10.2003 17:01 loefftj@yahoo.com wrote:
Correction ...
Rift damage is NOT as good as mana storm. Obviously having trouble getting started today.


On 29.10.2003 18:47 p_kuhler2000@yahoo.com wrote:
my first winner. morgoth wasnt that bad, manastorm/massbanish/rift/teleport. it sure took a lot of restore mana though! it really helped taking out all the uniques before hand, 3x he summoned 'special' creatures. at this point, how can i quit and retain the score/monstermem/etc.?

On 30.10.2003 18:20 p_kuhler2000@yahoo.com wrote:
found a little more stuff, i have been diving just to see if there is anything crazy down there. so far nothing too interesting besides thos damn demon pits. they are rough, way more so than undead pits in my opinion.

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