The Angband Ladder: Olorin, Dunadan Mage by <indianajonestf@msn.com>

  [Angband 3.0.6 Character Dump]

 Name   Olorin                                   Self  RB  CB  EB   Best
 Sex    Male              Age        70   STR! 18/100  +1  -5 +26 18/320
 Race   Dunadan           Height     89   INT! 18/100  +2  +3  +7 18/220
 Class  Mage              Weight    189   WIS! 18/100  +2  +0 +12 18/240
 Title  ***WINNER***      Status     17   DEX! 18/100  +2  +1 +11 18/240
 HP     922/922           Maximize    Y   CON! 18/100  +3  -2 +14 18/250
 SP     388/388           Preserve    Y   CHR! 18/100  +2  +1  +9 18/220

 Level           50       Armor    [47,+141]     Saving Throw     Heroic
 Cur Exp   22473253       Fight    (+54,+47)     Stealth       Excellent
 Max Exp   22473253       Melee    (+72,+65)     Fighting      Legendary
 Adv Exp   ********       Shoot    (+64,+14)     Shooting      Legendary
 MaxDepth   Lev 100       Blows       4/turn     Disarming        Superb
 Gold      11065072       Shots       1/turn     Magic Device  Legendary
 Burden   227.2 lbs                              Perception    Excellent
 Speed          +33       Infra        20 ft     Searching          Fair

 You are one of several children of a Serf.  You are a credit to the
 family.  You have brown eyes, straight brown hair, and an average
 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:.............


  [Character Equipment]

a) The Mace of Disruption 'Deathwreaker' (7d8) (+18,+18) (+6)
   It increases your strength by 6.  It increases your tunneling by 6.  It
   slays animals, dragons, and all evil creatures, and is especially
   deadly against undead.  It is branded with fire.  It provides immunity
   to fire.  It provides resistance to dark, chaos, and disenchantment.  
   It aggravates creatures around you.  It cannot be harmed by the
   elements.  
b) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10)
   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 'Vilya' (+10,+10) (+3)
   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 Ring of Tulkas (+4)
   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.  
e) The Elfstone 'Elessar' (+7,+7) [+10] (+2)
   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)
   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)
   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 Cloak 'Holcolleth' [1,+11] (+2)
   It increases your intelligence and wisdom by 2.  It increases your 
   stealth and speed by 2.  It provides resistance to acid.  It activates
   for sleep II every 55 turns.  It cannot be harmed by the elements.  
i) The Small Metal Shield of Thorin [3,+25] (+4)
   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)
   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)
   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) The Pair of Hard Leather Boots of Feanor [3,+20] (+15)
   It increases your speed by 15.  It provides resistance to nexus.  It
   activates for haste self (20+d20 turns) every 200 turns.  It cannot be
   harmed by the elements.  


  [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) 2 Books of Magic Spells [Sorcery and Evocations]
e) a Book of Magic Spells [Resistances of Scarabtarices]
   It cannot be harmed by the elements.  
f) a Book of Magic Spells [Raal's Tome of Destruction]
   It cannot be harmed by the elements.  
g) a Book of Magic Spells [Mordenkainen's Escapes]
   It cannot be harmed by the elements.  
h) a Book of Magic Spells [Tenser's Transformations]
   It cannot be harmed by the elements.  
i) a Book of Magic Spells [Kelek's Grimoire of Power]
   It cannot be harmed by the elements.  
j) 17 Dark Red Mushrooms of Restoring
k) 9 Magenta Potions of *Healing*
l) 5 Light Green Potions of Life
m) 2 Eucalyptus Staffs of Healing (10 charges)
n) 3 Balsa Staffs of the Magi (20 charges)
o) 4 Ashen Staffs of Power (42 charges)
p) 4 Cottonwood Staffs of Holiness (35 charges)
q) The Ring of Power 'Narya' (+6,+6) (+1)
   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.  
r) The Ring of Power 'Nenya' (+8,+8) (+2)
   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.  
s) The Jewel 'Evenstar'
   It provides resistance to cold, dark, and life draining.  It sustains
   your intelligence, wisdom, and constitution.  It activates for restore
   life levels every 150 turns.  It cannot be harmed by the elements.  


  [Home Inventory]

a) an Aquamarine Ring of Speed (+15)
   It increases your speed by 15.  
b) The Amulet of Ingwe (+3)
   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.  
c) The Necklace of the Dwarves (+3)
   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.  
d) The Arkenstone of Thrain
   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.  
e) The Balance Dragon Scale Mail 'Mediator' (-4) [30,+25]
   It provides resistance to confusion, sound, shards, nexus, chaos, and 
   disenchantment.  It slows your metabolism and speeds your regeneration.
   It grants you immunity to paralysis, but it also aggravates creatures
   around you.  It activates for star ball (150) every 50 turns.  It
   cannot be harmed by the elements.  
f) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3)
   It increases your intelligence, wisdom, and constitution by 3.  It
   provides resistance to acid, poison, and confusion.  It activates for 
   door and trap destruction every 10 turns.  It cannot be harmed by the
   elements.  
g) The Mithril Chain Mail 'Belegennon' (-1) [28,+20] (+4)
   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.  
h) The Adamantite Plate Mail 'Soulkeeper' (-4) [40,+20] (+2)
   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.  
i) The Large Metal Shield of Anarion [5,+20]
   It provides resistance to acid, lightning, fire, and cold.  It sustains
   all your stats.  It cannot be harmed by the elements.  
j) The Shield of Deflection of Gil-galad [10,+20] (+5)
   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 Jewel Encrusted Crown of Numenor [0,+18] (+3)
   It increases your intelligence, dexterity, and charisma by 3.  It
   increases your searching and speed by 3.  It provides resistance to 
   cold, light, dark, blindness, sound, and shards.  It lights the dungeon
   around you.  It grants you immunity to paralysis and the ability to see
   invisible things.  It cannot be harmed by the elements.  
l) The Massive Iron Crown of Morgoth [0,+0] (+125) {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.  
m) The Iron Helm of Dor-Lomin [5,+20] (+4)
   It increases your strength, dexterity, and constitution by 4.  It
   provides resistance to acid, lightning, fire, cold, and fear.  It 
   lights the dungeon around you.  It grants you the power of telepathy 
   and the ability to see invisible things.  It cannot be harmed by the
   elements.  
n) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2)
   It increases your strength and constitution by 2.  It grants you 
   immunity to paralysis.  It cannot be harmed by the elements.  
o) The Pair of Metal Shod Boots of Thror [6,+20] (+3)
   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.  
p) The Small Sword 'Sting' (1d6) (+7,+8) (+2)
   It increases your strength, dexterity, and constitution by 2.  It
   increases your speed and attack speed by 2.  It slays animals, orcs, 
   undead, and all evil creatures.  It provides resistance to fear and 
   light.  It lights the dungeon around you.  It grants you immunity to
   paralysis and the ability to see invisible things.  It cannot be harmed
   by the elements.  
q) The Long Sword 'Ringil' (4d5) (+22,+25) (+10 to speed)
   It increases your speed by 10.  It slays trolls, undead, and all evil
   creatures, and is especially deadly against demons.  It is branded with 
   frost.  It provides resistance to cold, fear, and light.  It is blessed
   by the gods, slows your metabolism, lights the dungeon around you, and 
   speeds your regeneration.  It grants you immunity to paralysis and the
   ability to see invisible things.  It activates for frost ball (100)
   every 40 turns.  It cannot be harmed by the elements.  
r) The Long Sword 'Anduril' (3d5) (+10,+15) [+10] (+4)
   It increases your strength and dexterity by 4.  It slays orcs, trolls, 
   undead, and all evil creatures.  It is branded with fire.  It provides
   resistance to fire, fear, and disenchantment.  It sustains your 
   strength and dexterity.  It is blessed by the gods.  It grants you 
   immunity to paralysis and the ability to see invisible things.  It
   activates for fire ball (72) every 40 turns.  It cannot be harmed by
   the elements.  
s) The Bastard Sword of Eowyn (4d4) (+12,+16) (+4 to stealth)
   It increases your strength and charisma by 4.  It increases your 
   stealth and speed by 4.  It slays animals, giants, and all evil
   creatures, and is especially deadly against undead.  It provides
   resistance to cold, fear, dark, and nether.  It cannot be harmed by the
   elements.  
t) The Battle Axe of Balli Stonehand (3d8) (+11,+12) [+5] (+3)
   It increases your strength and constitution by 3.  It increases your 
   stealth by 3.  It slays orcs, trolls, and demons.  It provides
   resistance to acid, lightning, fire, cold, and blindness.  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.  
u) The Great Axe of Eonwe (5d4) (+15,+18) [+8] (+2)
   It increases all your stats by 2.  It slays orcs, undead, and all evil
   creatures, and is especially deadly against demons.  It is branded with 
   frost.  It provides immunity to cold.  It provides resistance to fear.  
   It is blessed by the gods.  It grants you immunity to paralysis and the
   ability to see invisible things.  It activates for mass banishment
   every 1000 turns.  It cannot be harmed by the elements.  
v) The Great Axe of Durin (4d4) (+10,+20) [+15] (+3)
   It increases your strength and constitution by 3.  It increases your 
   tunneling by 3.  It slays orcs, trolls, and demons, and 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.
   
w) The Two-Handed Flail 'Thunderfist' (4d6) (+5,+18) (+4)
   It increases your strength and constitution by 4.  It slays animals, 
   orcs, and trolls.  It is branded with electricity and fire.  It
   provides resistance to lightning, fire, fear, and dark.  It cannot be
   harmed by the elements.  
x) The Mighty Hammer 'Grond' (9d9) (+5,+25) [+10]
   It slays animals, orcs, trolls, and all evil creatures, and 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.  


  [Options]

Adult: Allow purchase of stats using points  : no  (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 23.4.2007 22:11
Last updated on 27.4.2007 01:58

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251. on the Angband Ladder (of 6497)
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Comments

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On 23.4.2007 22:11 indianajonestf@msn.com wrote:
So I have made some adjustments to this character, but we are still going strong. I am still trying to get my hands on a few uniques that keep eluding me though. We'll see what happens.

On 24.4.2007 17:23 Paffa wrote:
Eh, no electricity resistance? You'd better watch out for everything that breathes lightning.

You could well replace that RoS +15 with Narya and still have +41 speed, which is more than enough. That would also make those staves undestroyable.

On 24.4.2007 19:32 indianajonestf@msn.com wrote:
Thanks for the advice. So is there not much advantage to having the extra 15 RoS? Also, if I have immunity to fire, my equipment is safe?

Any advice on the best cloak? Is it definitely the Shadow Cloak of Luthien? I am having a hard time getting that one though.

Last question: How do I update my Dump without making a new one?

On 24.4.2007 20:39 Paffa wrote:
For the last: Just put the same e-mail address, same character name and same dump and it'll update automatically.

Luthien is probably the best cloak, but your current kit is already awesome so I see no need for it. You'll win with that equipment.

Speed increase after +30 is quite minimal (I'm not sure precisely how little) but +55 speed has no real advantage over +40, but fire immunity is always nice. Yes, with it your scrolls, staves and inventory equipments are safe from fire attacks.

On 25.4.2007 22:17 indianajonestf@msn.com wrote:
So question for ya:

Are there any special items that I will get when I kill Sauron? Does he have specific items he drops? I think Morgoth does, but I was just wondering about Sauron. Does anyone specifically drop the One Ring?

Also - If I kill Sauron and that magic staircase appears, will it always be there? If I recall to the Town and then go back down will level 99 be reset? Will a staircase to level 100 still be there? I guess I would ask the same question about what happens when you win by killing morgoth?

On 26.4.2007 14:17 Paffa wrote:
Sauron will not drop any fixed items, only many "exceptional" ones. The One Ring is among the rarest finds, it's not droppped by anyone specifically, there are only two fixed drops and both are from Morgoth.

The staircases will stay. So after killing sauron you can go anywhere between levels 0-100 and down to 127 after killing morgoth, the levels are normal after the bosses are killed.

Good luck.

On 26.4.2007 21:26 indianajonestf@msn.com wrote:
So I have discovered that anything above +30 speed really doesn't matter. So I have taken of my RoS +15 and replaced it with my Ring of Nenya, which has it's obvious perks. Then I got the Deathwrecker from Sauron and switched it from using Ringil. This gives me Immunity to Acid, Fire, and Cold; better damage and fighting ability; and overall better stats.

I also reduced the amount of staves I carry since I can readily recharge them. But I still love having a couple of each just in case. Those staves are the best.

On 27.4.2007 01:58 indianajonestf@msn.com wrote:
Muahahhaha.... Morgoth is no more.

He was actually a lot harder than I thought he would be. That burrowing through walls stuff really sucks. Not to mention how fast he is. But I got some awesome stuff from him! He dropped Vilya, Mediator, and the special drops. Not bad...

Now I guess I just wonder around, eh? Hey! Question for you all: Is it bad to usee the permanently cursed items like the One Ring, Massive Crown, etc....? What are your thoughts about pro's/cons?

Fun times....

On 27.4.2007 20:23 Paffa wrote:
Congratulations.

The one is by IMO by far the best Artifact, you definitely want to wear it if you ever find it. The crown is a.. Different thing. Sure, it maxes your stats but I consider some headgear better than it. Oh, and it's not etc. Those are the only 2 permanently cursed things in Angband =)

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