The Angband Ladder: MunchKING!, Dark-Elf Avatar Sorceror by <chrisames@westnet.com.au>

  [T-Plus 2.2.7 Character Dump]

 Name  : MunchKING!             Age                 94       STR:     40       
 Sex   : Male                   Height              60       INT:     40       
 Race  : Dark-Elf Avatar        Weight              93       WIS:     40       
 Class : Sorceror               Social Class         6       DEX:     40       
 Body  : Player                                              CON:     40       
 God   : Nobody                                              CHR:     40       
                                                                               
 + To Melee Hit          43 Level             42    Max Hit Points      1048   
 + To Melee Damage       15 Experience   9444122    Cur Hit Points       860   
 + To Ranged Hit         43 Max Exp      9444122    Max SP (Mana)       2443   
 + To Ranged Damage      12 Exp to Adv. 10440000    Cur SP (Mana)       1379   
   AC                21+217 Gold        11742341                               
// Well I never expected to win the game on level 42 without maxing a single
stat
// but hey! they don't call it munckinism for nothing!

                                                                               
                         (Miscellaneous Abilities)                             
 Fighting    : Heroic       Perception  : Heroic       Blows/Round:  4         
 Bows/Throw  : Heroic       Searching   : Superb       Shots/Round:  1         
 Saving Throw: Legendary[10]Disarming   : Superb       Mel.dmg/Rnd:  4d4+60    
 Stealth     : Legendary[7] Magic Device: Superb       Infra-Vision: 1300 feet 
                                                       Tactic:       normal    
                                                       Explor:       normal    
                         (Character Background)                                
          You are one of several children of a Dark Elven Warrior.             
          You have black eyes, straight black hair and a very dark             
          complexion.                                                          
                                                                               


  [Miscellaneous information]

 Cth monsters:         OFF
 Z-like monsters:      OFF
 Joke monsters:        OFF
 Maximize mode:        ON
 Preserve Mode:        ON
 Autoscum:             OFF
 Small Levels:         ON
 Arena Levels:         OFF
 Always unusual rooms: ON
 Persistent Dungeons:  OFF

 Recall Depth:
        Mordor: Level 66 (3300')
        Angband: Level 102 (5100')
        Barrow-Downs: Level 1 (50')
        Mount Doom: Level 85 (4250')
        Cirith Ungol: Level 50 (2500')
        Paths of the Dead: Level 70 (3500')
        Illusory Castle: Level 52 (2600')
        Orc Cave: Level 21 (1050')
        Erebor: Level 72 (3600')
        Moria: Level 50 (2500')
        Dol Guldur: Level 70 (3500')
        The Sacred Land Of Mountains: Level 70 (3500')
        The Sandworm lair: Level 30 (1500')

 You have done something experimental.
 Your body was a Player.
 You have defeated 5040 enemies.
 You felt under the evil influence of the One Ring and decided to wear it.
 You saved the beautiful Mallorns of Lothlorien.
 You saved Bree from a dreadful Nazgul.
 You saved no princesses.
 You became a new force of darkness and enslaved all free people.
// MWA-HA-HA!! FEAR THE KING OF MUNCHS!! FEAR HIM DAMN YOU! I said fear. Not
pity.
// FEAR YOU HEAR ME?!?


 You started your adventure the 43rd Yavie of the 2890th year of the third age.
 You ended your adventure the 2nd Enderi of the 2890th year of the third age.
 Your adventure lasted 13 days.
// Unlucky for some...


     Your Attributes:
You are dead, killed by Ripe Old Age in the town of Bree.
// NO! I am supposed to be immortal!

You can turn ordinary items to gold.
You can feel the strength of the magics affecting you.
You can cast magic missiles.
You can wreck the world around you.
You are able to dispel evil monsters.
You can walk through walls.
You feel heroic.
// Now that doesn't make much sense considering I enslaved the world.

You are protected by a mystic shield.
// of the RNG!

Your eyes are sensitive to infrared light.
You can see invisible creatures.
You can breathe without air.
You levitate just over the ground.
You can climb high mountains.
You have free action.
You regenerate quickly.
Your appetite is small.
You have ESP.
You are incredibly lucky.
// Thank *you* robe of great luck

You have a firm hold on your life force.
You are carrying a permanent light.
You are completely immune to acid.
You are completely immune to lightning.
You are completely immune to fire.
You are completely immune to cold.
You are resistant to poison.
You are resistant to bright light.
You are resistant to darkness.
You are resistant to confusion.
You are resistant to sonic attacks.
You are resistant to disenchantment.
You are resistant to chaos.
You are resistant to blasts of shards.
You are resistant to nexus attacks.
You are resistant to nether forces.
You are completely fearless.
Your eyes are resistant to blindness.
Your strength is sustained.
Your intelligence is sustained.
Your wisdom is sustained.
Your constitution is sustained.
Your dexterity is sustained.
Your charisma is sustained.
Your strength is affected by your equipment.
Your intelligence is affected by your equipment.
Your wisdom is affected by your equipment.
Your dexterity is affected by your equipment.
Your constitution is affected by your equipment.
Your charisma is affected by your equipment.
Your stealth is affected by your equipment.
Your searching ability is affected by your equipment.
Your infravision is affected by your equipment.
Your digging ability is affected by your equipment.
Your speed is affected by your equipment.

Skills (points left: 0)
 . Sneakiness                                    01.000 [0.900]
 - Magic                                         47.072 [1.200]
          . Magic-Device                         01.000 [1.000]
// when every spell is open to you, you don't need devices.

          . Spell-power                          47.400 [0.600]
          . Sorcery                              47.900 [0.700]
          . Mana                                 00.000 [0.600]
                   . Fire                        00.000 [0.700]
                   . Water                       00.000 [0.700]
                   . Air                         00.000 [0.700]
                   . Earth                       00.000 [0.700]
          . Meta                                 00.000 [0.700]
          . Conveyance                           00.000 [0.700]
          . Divination                           00.000 [0.700]
          . Temporal                             00.000 [0.700]
          . Mind                                 00.000 [0.700]
          . Nature                               00.000 [0.700]
          . Necromancy                           30.600 [0.900]
// FOr undead form.

          . Runecraft                            00.000 [0.900]
          . Thaumaturgy                          00.000 [0.900]
 . Spirituality                                  47.750 [0.550]
// NOTHING (well, very little) but past this guy's saving throw. 

 . Monster-lore                                  00.000 [0.500]

Abilities
 * Perfect casting
 * Tree walking
 * Undead Form
// never needed once.



  [Character Equipment]

a) a Mage Staff of Mana (1d4) (+15,+11)(100%)
        It can be wielded two-handed.  It can be used to store a spell.  It
    increases your mana capacity by 100%.  
    You found it in the remains of Sauron, the Sorcerer on level 99 of Angband.
// Sauron is a pushover. Before this I was using an 80% one.

d) The Metal Boomerang of Beor (4d5) (+8,+12) (+4 to speed)
    
    It increases your dexterity and speed by 4.  It provides resistance to 
    acid, electricity, fire and cold.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying in a vault on level 34 of Mordor.
e) a Ring of Sickliness(60%) (+3) {cursed}
f) a Ring of Sickliness(60%) (+3) {cursed}
    It increases your 
    constitution by 3.  It increases your hit points by 60%.  It drains 
    life.  It is cursed.  It can re-curse itself.  
    You found it in the remains of a Shadow on level 62 of Erebor.
g) The Ring of Power 'The One Ring' (+15,+15)(100%) (+5) {cursed, !*!*!*!*}
    It can
    be activated for powerful things if it is being worn. It grants you
    the power of change the world if it is being worn.  It increases your 
    strength, intelligence, wisdom, dexterity, constitution, charisma, 
    speed and spell power by 5.  It increases your mana capacity by 100%.  
    It makes you invisible.  It sustains your strength, intelligence, 
    wisdom, dexterity, constitution and charisma.  It provides immunity to 
    acid, electricity, fire and cold.  It provides immunity to paralysis.  
    It provides resistance to poison, blindness, nether and disenchantment
    .  It allows you to see invisible monsters.  It gives telepathic
    powers.  It speeds your regenerative powers.  It drains mana, life and 
    experience.  It is permanently cursed.  It cannot be dropped while
    cursed.  It can re-curse itself.  It cannot be harmed by acid, cold,
    lightning or fire.  
// Oh yes my precious, I am EVIL!! I found it on Sauron second try.

h) 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 increases your strength, 
    dexterity, constitution and speed by 4.  It allows you to sense the
    presence of evil beings.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it lying in a vault on level 70 of The Sacred Land Of Mountains.
i) a Ring of Protection [+15]
j) a Ring of Sickliness(60%) (+3) {cursed}
    
    It increases your constitution by 3.  It increases your hit points by 
    60%.  It drains life.  It is cursed.  It can re-curse itself.  
    You found it in the remains of a Shadow on level 62 of Erebor.
// Flipping rings in fun! These were to make up for the fact that nobody

// mentioned the stupid HP cut from wearing the ring. So I made do.

k) The Jewel 'Nauringole' (-15,-15) [-10](60%) (+3) {cursed}
    It can
    be activated for detection, probing and identify true every 1000 turns
     if it is being worn. It grants you the power of weigh magic if it is
    being worn.  It provides light (radius 3) forever.  It can be used to
    store a spell.  It increases your intelligence, wisdom, searching, 
    luck and spell power by 3.  It increases your mana capacity by 60%.  
    It sustains your intelligence and wisdom.  It provides immunity to 
    fire.  It provides immunity to paralysis.  It provides resistance to 
    blindness, confusion, nexus and disenchantment.  It allows you to
    breathe without air.  It allows you to see invisible monsters.  It
    speeds your regenerative powers.  It is heavily cursed.  It can
    re-curse itself.  It cannot be harmed by acid, cold, lightning or
    fire.  
    You found it in the remains of Sauron, the Sorcerer on level 99 of Angband.
m) The Arkenstone of Thrain (+3)
    
    It can be activated for detection every 30+d30 turns if it is being
    worn. It provides light (radius 3) forever.  It increases your speed
     and luck by 3.  It provides resistance to life draining, light, dark
     and chaos.  It allows you to see invisible monsters.  It allows you
    to sense the presence of orcs.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it in the remains of Durin's Bane on level 50 of Moria.
n) The Robe of Great Luck [2,+20] (+60)
    It 
    increases your luck by 60.  It provides immunity to paralysis.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 69 of Angband.
// first time I found this, but I'm not sure how much it actually helped. I had
to 
// give up a total of 35 AC for this.

o) an Elven Cloak of Stealth [4,+13] (+6 to stealth)
    It increases your 
    stealth, searching and luck by 6.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying in a vault on level 34 of Mordor.
p) a Shield of Deflection of Resist Lightning [10,+22]
s) The Massive Iron Crown of Morgoth [0,+0] (+125) {cursed}
    It provides light
    (radius 1) forever.  It increases your strength, intelligence, wisdom, 
    dexterity, constitution, charisma and infravision by 125.  It provides
    resistance to acid, electricity, fire, cold, poison, light, dark, 
    confusion, nether and nexus.  It allows you to see invisible monsters.
    It gives telepathic powers.  It is permanently cursed.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of Morgoth, Lord of Darkness on level 102 of
    Angband.
// Now *I* am the lord of darkness. MWA-HA-HA! YES INDEED I LOVE EVIL LAUGHTER!

// AH-HA-HA-HAAA!!

u) The Set of Gauntlets 'Paurnimmen' [2,+15] (+4)
    It can be activated for frost bolt (6d8) every 7+d7 turns if
    it is being worn. It can be used to store a spell.  It increases your 
    constitution by 4.  It sustains your constitution.  It provides
    resistance to cold.  It speeds your regenerative powers.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 34 of Mordor.
x) The Pair of Hard Leather Boots of Nevrast [3,+13] (+3)
    It increases your 
    constitution, stealth and speed by 3.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it lying in a vault on level 25 of The Sandworm lair.
z) (nothing)
{) (nothing)
|) The Gnomish Shovel of Celein (+13,+7) (+2)
    It 
    increases your strength, intelligence, wisdom, dexterity, charisma and 
    ability to tunnel by 2.  It drains life from your foes.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 26 of The Sandworm lair.


  [Character Inventory]

a) a Fireproof Tome of Magical Energy {!d!k!v}
b) a Fireproof Tome of the Eternal Flame {!d!k!v}
c) a Fireproof Tome of the Blowing Wind {!d!k!v}
d) an Indestructible Tome of the Impenetrable Earth {!d!k!v}
e) a Fireproof Tome of the Everrunning Wave {!d!k!v}
f) a Fireproof Tome of Translocation {!d!k!v}
g) a Fireproof Tome of the Tree {!d!k!v}
h) a Fireproof Tome of Knowledge {!d!k!v}
i) a Fireproof Tome of the Time {!d!k!v}
j) an Indestructible Tome of Meta Spells {!d!k!v}
k) a Fireproof Tome of the Mind {!d!k!v}
// All these powerful spells at my disposale, and I not once used

// the tome of mind or meta.

l) The Gem of Venom
    It can
    be activated for heal 700 hit points every 250 turns.  
    You found it lying in a vault on level 63 of Dol Guldur.
// Never used this, dunno why I bothered carrying it.

m) 5 Lembases
n) 7 Sprigs of Athelas
o) 19 Potions of Cure Critical Wounds
// Ditto. No idea why I bothered. Oh-no Sauron has me down to 12 HP,

// these will make all the difference. He'll never kill me with 35 HP!

    
p) 3 Potions of Healing
    
q) a Potion of Restore Mana
// Cutting a bit fine on recovery, but I only needed one healing and two
*healing*
// in my fight with Morgoth.

r) 54 Scrolls of Teleportation {90% off}
// stockpiled for my final dive in Angband. I had 80, but most burnt.

s) a Ring of Speed (+11)
t) The Metal Cap of Thengel [3,+12] (+3)
    It increases 
    your wisdom, charisma and luck by 3.  It provides resistance to 
    confusion.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 10 of Orc Cave.
// Yeah, Ironman rooms and this was the best I could find before the crown.

// Not that I was looking too hard but still...

u) (nothing)
v) (nothing)
w) (nothing)


  [Home Inventory - Bree ]

a) 5 Fireproof Tomes of Magical Energy
b) 3 Fireproof Tomes of the Eternal Flame
c) 3 Fireproof Tomes of the Blowing Wind
d) an Indestructible Tome of the Impenetrable Earth
e) 2 Fireproof Tomes of Translocation
f) a Fireproof Tome of Knowledge
g) a Fireproof Tome of the Time
h) 2 Indestructible Tomes of Meta Spells
i) 2 Indestructible Tomes of the Mind
// spare books.

j) a Mithril Rod of the Istari of Nothing (320/320)
// I was considering using this for healing, but changed my mind.

k) an Amulet of Doom [+8] (+6)
    It increases 
    your strength, intelligence, wisdom, dexterity, constitution and 
    charisma by 6.  It cannot be dropped while cursed.  It can re-curse
    itself.  
    You found it in the remains of a Black pudding on level 63 of Mordor.
// I'll say it again: Flipping objects is fun!

l) The Amulet of Faramir (+18,+0) [+8] (+5)
    
    It increases your stealth by 5.  It sustains your dexterity.  It
    provides resistance to confusion.  It cannot be harmed by acid, cold,
    lightning or fire.  
    You found it lying in a vault on level 25 of The Sandworm lair.
m) The Phial of Galadriel (+4)
    It can
    be activated for light area (dam 2d15) every 10+d10 turns if it is
    being worn. It provides light (radius 3) forever.  It increases your 
    searching and luck by 4.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it lying in a vault on level 22 of The Sandworm lair.
n) The Double Ring Mail of Quengon (-46,-40) [15,+7](40%)
    It
    increases your hit points by 40%.  It sustains your intelligence, 
    wisdom and charisma.  It provides resistance to life draining.  It
    cannot be harmed by acid, cold, lightning or fire.  
    You found it lying in a vault on level 25 of The Sandworm lair.
// The *only* armour with a bonus to HP I found. I wore it before the robe.

o) The Mage Staff of Radagast (1d4) (-10,-13)(40%) (+2) (charging)
    It can
    be activated for purity and health every 15000 turns if it is being
    worn. It grants you the power of grow trees if it is being worn.  It
    can be used to store a spell.  It increases your spell power by 2.  It
    increases your mana capacity by 40%.  It fights against evil with holy
    fury.  It is especially deadly against natural creatures.  It has been
    blessed by the gods.  It can resist being shattered by morgul beings.  
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Sauron, the Sorcerer on level 99 of Angband.
p) a Mage Staff of Power (1d4) (-19,-2) (+11)
// Used this early on before I found a good staff of mana

q) The Mage Staff of Ostelemeg (1d4) (+12,+6) [+4](80%) (+4)
    
    It can be wielded two-handed.  It can be used to store a spell.  It 
    increases your intelligence by 4.  It increases your mana capacity by 
    80%.  It sustains your intelligence and wisdom.  It provides immunity
    to paralysis.  It provides resistance to confusion.  It allows you to
    see invisible monsters.  It cannot be harmed by acid, cold, lightning
    or fire.  
    You found it lying in a vault on level 70 of The Sacred Land Of Mountains.
// the afore mentioned good staff of mana.


  [Home Inventory - Minas Anor ]

a) a Ring of Protection [+13]
b) The Mage Staff of Feagwath (1d1) (-13,-13)(60%) (+3)
    
    It can be wielded two-handed.  It can be activated for enslave undead
    every 333 turns if it is being worn. It can be used to store a spell.  
    It increases your spell power by 3.  It increases your mana capacity
     by 60%.  It provides immunity to paralysis.  It provides resistance 
    to life draining, cold, poison and nether.  It allows you to see
    invisible monsters.  It allows you to sense the presence of undead.  
    It drains experience.  It can't attack.  It cannot be harmed by acid,
    cold, lightning or fire.  
    You found it in the remains of Feagwath, the Undead Sorcerer on level 70
    of Paths of the Dead.


  [Home Inventory - Lothlorien ]

a) a Ring of Protection [+13] {50% off}
    
    You bought it from the Magic shop.
b) a Ring of Intelligence (+5)
    It increases your intelligence by 5.
    It sustains your intelligence.  
    You bought it from the Black Market.
c) a Ring of Constitution (+5)
d) a Ring of Speed (+10)
e) a Ring of Speed (+9)
f) an Elven Amulet of Charisma (+5)
    It increases your charisma, 
    stealth, searching, infravision and luck by 5.  It sustains your 
    charisma.  It allows you to sense the presence of orcs.  It cannot be
    harmed by acid, cold, lightning or fire.  
    You found it in the remains of a Black wraith on level 62 of Erebor.
g) The Palantir of Orthanc (+2) (charging)
    It
    can be activated for clairvoyance every 100+d100 turns if it is being
    worn. It provides light (radius 2) forever.  It increases your 
    intelligence, wisdom, searching and infravision by 2.  It provides
    resistance to blindness.  It allows you to see invisible monsters.  It
    gives telepathic powers.  It drains mana.  It aggravates nearby
    creatures.  It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of Saruman of Many Colours on level 63 of
    Erebor.


  [The Mathom-house Inventory - Bree ]

a) The Necromancer of Dol Guldur's corpse
    It cannot be harmed by acid, cold, lightning or fire.  
    You found it in the remains of The Necromancer of Dol Guldur on level 70
    of Dol Guldur.
// As you can see I'm not a fan of mathoms. Except for this.




Posted on 17.10.2004 09:54
Last updated on 18.10.2004 05:28

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Comments

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On 17.10.2004 09:54 chrisames@westnet.com.au wrote:
This character was made just because I want to win for a change. Bow down to the king of all munchs! praise him or be obliverated, like so many great worms, and great worm uniques before you. Mwa-ha-ha-ha-ha!!

On 18.10.2004 05:28 chrisames@westnet.com.au wrote:
And he won. Morgoth was a pushover, I just stood next to him and mana-thrusted him 20 or so times until he died. It helped that he didn't get a single spell past my saving throw, and my AC was 250+ with stone skin on. The winning screen was cool.

On 6.11.2004 03:47 runelady@chorus.net wrote:
Keep in mind, Avatars were designed as a test subrace, and not all of them make it this far...I've had Avatar characters die at single-digit levels simply from being attacked en masse. Even Superman had Kryptonite... ;-)

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