The Angband Ladder: Jarvel II, Dunadan Mage by <garnet@aufait.net>

  [Angband 3.0.4 Character Dump]

 Name   Jarvel II                                Self  RB  CB  EB   Best
 Sex    Male              Age        57   STR:  18/88  +1  -5  +2  18/68
 Race   Dunadan           Height     81   INT:  18/90  +2  +3  +3 18/170
 Class  Mage              Weight    179   WIS:  18/65  +2  +0  +0  18/85
 Title  Conjurer          Status     37   DEX:  18/42  +2  +1  +0  18/72
 HP     -14/227           Maximize    Y   CON:     13  +3  -2  +6  18/20
 SP     163/241           Preserve    Y   CHR:  18/92  +2  +1  +0 18/122

 Level           32       Armor     [18,+56]     Saving Throw     Superb
 Cur Exp     399154       Fight      (+5,+3)     Stealth       Very Good
 Max Exp     416078       Melee    (+17,+18)     Fighting         Superb
 Adv Exp     420000       Shoot    (+12,+13)     Shooting         Superb
 MaxDepth    Lev 36       Blows       1/turn     Disarming        Superb
 Gold        195919       Shots       2/turn     Magic Device     Heroic
                                                 Perception    Excellent
 Burden   178.2 lbs       Infra         0 ft     Searching     Very Good

 You are the illegitimate and unacknowledged child of a Guildsman.  You
 are a credit to the family.  You have hazel eyes, wavy brown hair, and
 a dark complexion.


      abcdefghijkl@       abcdefghijkl@
 Acid:+.....+.+.... Blind:.........+...
 Elec:......+.+.... Confu:.............
 Fire:+.....+.+.... Sound:.............
 Cold:......+.+.... Shard:.......+.....
 Pois:............. Nexus:...........+.
 Fear:............. Nethr:.............
 Lite:............. Chaos:......+......
 Dark:+............ Disen:.............

      abcdefghijkl@       abcdefghijkl@
S.Dig:............. Stea.:......+......
Feath:...........+. Sear.:.........+...
PLite:+............ Infra:.............
Regen:....+........ Tunn.:.............
Telep:............. Speed:.............
Invis:.........+... Blows:.............
FrAct:..........+.. Shots:.+...........
HLife:............. Might:.............


  [Last Messages]

> Your mind is blasted by psionic energy.
> You are confused!
> You feel yourself moving slower!
> You are too confused!
> The air about you becomes charged...
> The Vampire lord casts a nether bolt.
> You feel your life draining away!
> Low hitpoint warning!
> *** LOW HITPOINT WARNING! ***
> The Vampire lord hits you.
> *** LOW HITPOINT WARNING! ***
> The Vampire lord hits you.
> *** LOW HITPOINT WARNING! ***
> The Vampire lord bites you.
> You die.


  [Character Equipment]

a) The Beaked Axe of Hurin (3d6) (+12,+15) (+2)
   It increases your strength and constitution by 2.  It slays trolls and 
   dragons, and it is especially deadly against demons.  It is branded
   with acid.  It provides resistance to acid, fire, and dark.  It lights
   the dungeon around you.  It activates for berserk rage (50+d50 turns)
   every 80+d80 turns.  It cannot be harmed by the elements.  
b) a Light Crossbow of Extra Shots (x3) (+7,+13) (+1)
   It increases your shooting speed by 1.  
c) a Ring of Intelligence (+3)
   It increases your intelligence by 3.  It sustains your intelligence.  
d) a Ring of Constitution (+4)
   It increases your constitution by 4.  It sustains your constitution.  
e) an Amulet of Regeneration
   It speeds your regeneration.  
f) a Brass Lantern (with 9401 turns of light) {@w3, 10% off}
   It cannot be harmed by fire.  
g) Soft Studded Leather of Elvenkind [5,+9] (+1 to stealth)
   It increases your stealth by 1.  It provides resistance to acid, 
   lightning, fire, cold, and chaos.  It cannot be harmed by the elements.
   
h) a Cloak of Protection [1,+12]
   It provides resistance to shards.  It cannot be harmed by the elements.
   
i) a Small Leather Shield of Resistance [2,+8]
   It provides resistance to acid, lightning, fire, and cold.  It cannot
   be harmed by the elements.  
j) an Iron Helm of Seeing [5,+8] (+4 to searching)
   It increases your searching by 4.  It provides resistance to blindness.
   It grants you the ability to see invisible things.  
k) a Set of Gauntlets of Free Action [2,+8]
   It grants you immunity to paralysis.  
l) a Pair of Hard Leather Boots of Stability [3,+8]
   It provides resistance to nexus.  It makes you fall like a feather.  


  [Character Inventory]

a) 5 Books of Magic Spells [Magic for Beginners] {@m1@b1@G1}
b) 5 Books of Magic Spells [Conjurings and Tricks] {@m2@b2@G2}
c) 5 Books of Magic Spells [Incantations and Illusions] {@m3@b3@G3}
d) 3 Books of Magic Spells [Sorcery and Evocations] {@m4@b4@G4}
e) a Book of Magic Spells [Resistances of Scarabtarices] {@m5@b5@G5}
   It cannot be harmed by the elements.  
f) a Flask of oil
g) 2 Potions of Speed
h) 4 Potions of Restore Life Levels
i) a Scroll of Protection from Evil
j) a Rod of Recall (charging) {@z9=g}
   It cannot be harmed by electricity.  
k) 6 Rods of Light (1 charging) {@z1=g}
l) a Wand of Teleport Other (10 charges)
m) a Ring of Flames [+10]
   It provides resistance to fire.  It activates for fire resistance
   (20+d20 turns) and fire ball (80) every 50+d50 turns.  It cannot be
   harmed by fire.  
n) 2 Rings of Strength (+2)
   It increases your strength by 2.  It sustains your strength.  
o) a Bastard Sword of Slay Troll (3d4) (+5,+10)
   It slays trolls.  
p) a Spear of Slay Dragon (1d6) (+7,+8)
   It slays dragons.  
q) 9 Bolts (1d5) (+3,+8) {@f4=g}
r) 19 Bolts (1d5) (+5,+4) {@f3=g}
s) 23 Bolts (1d5) (+3,+5) {@f2=g}
t) 3 Bolts (1d5) (+0,+0) {@f1=g}
u) 21 Bolts (1d5) (-6,-2) {cursed}
   It is cursed.  


  [Home Inventory]

a) 11 Potions of Healing
b) a Potion of *Healing*
c) 5 Potions of Restore Mana
d) 10 Potions of Restore Life Levels
e) 8 Scrolls of *Identify*
f) 25 Scrolls of Enchant Weapon To-Hit
g) 6 Scrolls of Enchant Weapon To-Dam
h) a Ring of Protection [+10]
i) a Ring of Strength (+4)
   It increases your strength by 4.  It sustains your strength.  
j) a Ring of Dexterity (+3)
   It increases your dexterity by 3.  It sustains your dexterity.  
k) 2 Amulets of Wisdom (+3)
   It increases your wisdom by 3.  It sustains your wisdom.  
l) a Metal Cap of Intelligence [3,+3] (+2)
   It increases your intelligence by 2.  It sustains your intelligence.  
m) The Dagger 'Narthanc' (2d4) (+4,+6)
   It is branded with fire.  It provides resistance to fire.  It activates
   for fire bolt (9d8) every 8+d8 turns.  It cannot be harmed by the
   elements.  
n) The Dagger 'Nimthanc' (2d4) (+4,+6)
   It is branded with frost.  It provides resistance to cold.  It
   activates for frost bolt (6d8) every 7+d7 turns.  It cannot be harmed
   by the elements.  
o) The Long Sword 'Anguirel' (2d5) (+8,+12) (+2)
   It increases your strength and constitution by 2.  It increases your 
   speed by 2.  It slays demons and all evil creatures.  It is branded
   with poison.  It provides resistance to lightning, light, and dark.  It 
   lights the dungeon around you.  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.  
p) a Long Sword of Extra Attacks (2d5) (+4,+8) (+1)
   It increases your attack speed by 1.  
q) 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.  
r) a Spear of *Slay Demon* (1d6) (+1,+5) (+2) {@w1}
   It increases your intelligence by 2.  It is especially deadly against 
   demons.  It provides resistance to fire.  
s) The Halberd 'Osondir' (3d5) (+6,+9) (+3)
   It increases your charisma by 3.  It slays giants and undead.  It is
   branded with fire.  It provides resistance to fire and sound.  It makes
   you fall like a feather.  It grants you the ability to see invisible
   things.  It cannot be harmed by the elements.  
t) a Whip of Extra Attacks (1d3) (+6,+5) (+2)
   It increases your attack speed by 2.  
u) The Flail 'Totila' (3d6) (+6,+8) (+2 to stealth)
   It increases your stealth by 2.  It slays all evil creatures.  It is
   branded with fire.  It provides resistance to fire and confusion.  It
   activates for confuse monster every 15 turns.  It cannot be harmed by
   the elements.  
v) a Long Bow of Extra Shots (x3) (+15,+10) (+1)
   It increases your shooting speed by 1.  


  [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 10.3.2004 21:42
Last updated on 18.3.2004 21:42

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10804. on the Ladder (of 19090)
4401. on the Angband Ladder (of 6561)
13. for this player (

Comments

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On 11.3.2004 21:50 garnet@aufait.net wrote:
Bypassed a greater vault (Roundabout 2) on level 1000'. I had no source of extra speed or Teleport Away. I have enough problems with fire hounds. I do not need to add vibration hounds, Vampires, or Smaug to the mix.

On 15.3.2004 18:55 garnet@aufait.net wrote:
Finally made it to stat gain terriotry.

On 18.3.2004 21:42 garnet@aufait.net wrote:
Moral of the story: Don't take on a Vampire lord without a means of curing confusion.

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