The Angband Ladder: Elestar, High-Elf Mage by Turambar

  [Angband 3.0.6 Character Dump]

 Name   Elestar                                  Self  RB  CB  EB   Best
 Sex    Male              Age       120   STR! 18/100  +1  -5 +11 18/170
 Race   High-Elf          Height     96   INT! 18/100  +3  +3  +7 18/230
 Class  Mage              Weight    190   WIS! 18/100  -1  +0 +10 18/190
 Title  ***WINNER***      Status     67   DEX! 18/100  +3  +1  +9 18/230
 HP     843/895           Maximize    Y   CON! 18/100  +1  -2 +11 18/200
 SP     169/401           Preserve    Y   CHR! 18/100  +5  +1  +7 18/230

 Level           50       Armor    [17,+122]     Saving Throw  Legendary
 Cur Exp   18113780       Fight    (+45,+31)     Stealth          Superb
 Max Exp   18113780       Melee    (+60,+49)     Fighting      Legendary
 Adv Exp   ********       Shoot    (+65,+22)     Shooting      Legendary
 MaxDepth   Lev 100       Blows       4/turn     Disarming        Superb
 Gold       6541655       Shots       2/turn     Magic Device  Legendary
 Burden   133.7 lbs                              Perception         Good
 Speed          +29       Infra        70 ft     Searching          Fair

 You are one of several children of a Noldorin Warrior.  You have light
 grey eyes, straight black hair, and a fair 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 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.  
b) The Long Bow 'Belthronding' (x3) (+20,+22) (+1)
   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.  
c) 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.  
d) a Zircon Ring of Speed (+15)
   It increases your speed by 15.  
e) 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.  
f) 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.  
g) The Hard Leather Armour of Himring [6,+15]
   It provides resistance to poison, nether, and chaos.  It activates for 
   protection from evil every 100+d100 turns.  It cannot be harmed by the
   elements.  
h) The Cloak 'Colannon' [1,+15] (+3)
   It increases your stealth and speed by 3.  It provides resistance to 
   nexus.  It activates for teleport every 45 turns.  It cannot be harmed
   by the elements.  
i) The Small Metal Shield of Thorin [3,+24] (+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) a Pair of Soft Leather Boots of Speed [2,+10] (+5)
   It increases your speed by 5.  


  [Character Inventory]

a) 3 Books of Magic Spells [Magic for Beginners]
b) 3 Books of Magic Spells [Conjurings and Tricks]
c) 3 Books of Magic Spells [Incantations and Illusions]
d) 3 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) 8 Dark Red Potions of *Healing*
k) 8 Scrolls titled "botkho byt eng" of *Identify*
l) a Zirconium Rod of Restoration
   It cannot be harmed by electricity.  
m) 2 Walnut Staffs of Healing (4 charges)
n) a Pine Staff of the Magi (4 charges)
o) The Star of Elendil (charging)
   It lights the dungeon around you.  It grants you the ability to see
   invisible things.  It activates for magic mapping every 50+d50 turns.  
   It cannot be harmed by the elements.  
p) 19 Seeker Arrows of Venom (4d4) (+9,+9)
   It is branded with poison.  


  [Home Inventory]

a) 14 Dark Red Potions of *Healing*
b) 4 Clotted Red Potions of Life
c) 6 Scrolls titled "botkho byt eng" of *Identify*
d) a Scroll titled "minis khoban" of *Remove Curse*
e) a Walnut Staff of Healing (1 charge)
f) a Garnet Ring of Intelligence (+6)
   It increases your intelligence by 6.  It sustains your intelligence.  
g) a Corundum Ring of Constitution (+6)
   It increases your constitution by 6.  It sustains your constitution.  
h) The Ring of Barahir (+1)
   It increases all your stats by 1.  It increases your stealth by 1.  It
   provides resistance to poison and dark.  It cannot be harmed by the
   elements.  
i) 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.  
j) The Palantir of Westernesse (+2) (charging)
   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.  
k) The Chain Mail of Arvedui (-2) [14,+15] (+2)
   It increases your strength and charisma by 2.  It provides resistance
   to acid, lightning, fire, cold, shards, and nexus.  It cannot be harmed
   by the elements.  
l) 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.  
m) The Metal Brigandine Armour of the Rohirrim [19,+15] (+2)
   It increases your strength and dexterity by 2.  It provides resistance
   to acid, lightning, fire, cold, fear, confusion, and sound.  It cannot
   be harmed by the elements.  
n) The Full Plate Armour of Isildur [25,+25] (+1)
   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.  
o) 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.  
p) 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.  
q) The Hard Leather Cap of Thranduil [2,+10] (+2)
   It increases your intelligence and wisdom by 2.  It provides resistance
   to blindness.  It grants you the power of telepathy.  It cannot be
   harmed by the elements.  
r) 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.  
s) The Cutlass 'Gondricam' (1d7) (+10,+11) (+3)
   It increases your dexterity by 3.  It increases your stealth by 3.  It
   provides resistance to acid, lightning, fire, and cold.  It makes you
   fall like a feather and speeds your regeneration.  It grants you the
   ability to see invisible things.  It cannot be harmed by the elements.  
   
t) 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.  
u) The Two-Handed Sword 'Gurthang' (3d6) (+13,+17) (+2)
   It increases your strength by 2.  It is especially deadly against 
   dragons.  It is branded with fire and poison.  It provides resistance
   to fire and poison.  It slows your metabolism and speeds your
   regeneration.  It grants you immunity to paralysis.  It cannot be
   harmed by the elements.  
v) 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.  
w) The Dwarven Pick of Erebor (3d4) (+5,+20) (+5)
   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.  
x) 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.  


  [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 5.11.2008 21:28
Last updated on 9.1.2009 11:57

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2127. on the Ladder (of 19090)
411. on the Angband Ladder (of 6561)
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Comments

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On 5.11.2008 21:44 Turambar wrote:
Advice needed:

I've switched from Sling of Extra Might (x2) (+12,+10) (+1) to Short Bow of Accuracy (x2) (+19,+13). Sling dice yields mean damage 60, multiplied by 3 = 180. Bow dice mean damage is 123.5, multiplied by 2 = 247. Is this correct?? It seems to me that with similar ammo the sling does more damage than the Bow.

Anyway, just found The Iron Helm 'Holhenneth' on dlvl21, first worthy artifact.

On 6.11.2008 00:05 Turambar wrote:
Figured out, probably. Since ammo dice roll adds to weapon dice roll, the better ammo dice, the more base damage to multiply by multiplier. For these two weapons it evens out with ammo approx. at (+10, +10), beyond that the sling is better.

On 13.11.2008 16:41 Turambar wrote:
Just had a little bit frustrating experience. Found a great vault on dlvl28 with some nasty uniques for my char (Scatha, Shelob, Ar-Pharazon among others).

Just as I was getting ready to enter a Ranger summoned Fire hounds that burnt my spell book 3 - no stone to mud, no satisfy hunger, NO identify. I was carrying only one copy of each book due to my lack of strength - very very stupid. Entire level contained only one scroll of satisfy hunger, no other food except some mushrooms.

Nevertheless, the main problem was lack of identify (found wand of stone to mud and had Thingol for recharge). I excavated as many items as I could carry (approx. 5% of the vault) with most of my inventory left behind, teleporting foes away. I might have tried to destroy items to seek artifacts but I didn't have the heart to do so cause my gear isn't still good enough. So I recalled back to town and learnt I brought no artifacts, not even decent ego items...doh.

On 13.11.2008 20:05 PowerDiver wrote:
Don't sweat losing a vault. There are always more. It is worse to lose a char to being slowed.

On 16.11.2008 11:33 Turambar wrote:
RNG must be somewhat fond of me...

I drank a potion of strength which got me form STR 14 to 18! How rare is this? I thought stat potions usually give you a boost between 1 and 2.

Anyway, also found two scrolls of acquirement in two consecutive levels... One gave me Rohirrim.

Hope RNG won't do something in the name of balance...:-)

On 19.11.2008 13:18 Turambar wrote:
First time below level 40. I slowed diving a bit, I'll hang in there looking for some more resists. Boots of speed + Amras + Haste spell makes me +16 which is cool. Finally found Raal so I can venture to attack some nasties. I deal with most 'not dangerous' foes using melee though.

On 24.11.2008 12:01 Turambar wrote:
I need some advice - I'm lingering around dlvl45 still with no more resists than my char has in this dump. What makes me a little nervous is number of creatures that can "point at me, screaming the word DIE!" So far, I always resisted but in case I don't resist, what happens? Do I really die or just take some large amount of damage? Thanks for help.

On 26.11.2008 13:53 Turambar wrote:
I went through some spoilers and learnt effects of "DIE!" curse. Anyway, clvl 40. Advancing slowly in terms of depth because I'm still lacking resists. Especially shrads and nether would be nice.

On 1.12.2008 00:18 Turambar wrote:
I did some reconfiguration. Swapped Thingol for Cloak of Aman because it has resPois and +3 DEX and CHAR from Thingol were unimportant. Thus I could swap resPois ring for ring of CON +5. Added +2 CON of my Westernesse weapon (Forasgil still far better melee weapon though). Then found Iron Helm of Dor-Lomin. What a pleasant surprise that it has ESP! I can wear it instead of Thranduil and its +4 CON took me to 728 HP. Never had anything close to that value.

Still lacking resists. Dlvl 50 currently. Not much artifacts recently. I keep finding ridiculous amounts of Resistances of Scarabtarices and Raal but still not at least Mordenkainen. Happy for Raal anyway.

On 10.12.2008 18:36 Turambar wrote:
Not much time to play recently. Still desperately looking for rNether and rShrads. I would also appreciate some other source of regeneration than amulet to free its slot. I also need something with rBlind to replace my shield with Thorin.

Killed Medusa and Shelob but had to leave Eol because of his self-healing abilities. When he summoned Ar-Pharazon I left them to have some chat...:-)

On 10.12.2008 20:49 awldune wrote:
Swapping in Thorin and Thranduil will keep your RBlind and ESP without losing any CON. You gain ImmAcid and RChaos.

I think at this point you would be able to wear Caspanion and swap out your =Int for =RNether, =Speed, etc.

When wearing Caspanion, you could also swap in Colannon for your Cloak of Aman and gain 3 speed.

On 11.12.2008 00:07 Turambar wrote:
Great advice. It cost only 23 AC and 4 DEX, both unimportant. With =CON and =INT still on my CON is 18/240 and INT 18/270. I'll replace =INT with first useful ring I run into.

Thanks a lot!

On 28.12.2008 12:25 Turambar wrote:
Update after a long time. Many things happened. I got Cubragol from Ar-Pharazon, Kelek from Harowen the Black Hand and Anduril from Saruman. I can't wield Anduril though because I need Gondricam for rBase. I'm also reluctant to give up regeneration.

Anyway, I finally got Staff of magi, quite accidentally by attacking group of Cave orcs. I was thinking about leaving level but then I changed my mind because there hadn't been any Cave orc massacre for a long time:-). I hope the staff won't get burned by first stupid Fire vortex or something. Must find more.

Killing Gabriel, the Messenger was pretty tough and was possible only thanks to 3 mana potions. Now that I have the staff... (Rng - note to self: burn the staff on the first encounter with fire breather.)

On 1.1.2009 19:47 Turambar wrote:
Clvl 50, going quite smoothly.

One funny story:

I was fighting Witch-king of Angmar on dlvl 79. As he was almost dead, he teleported me away. I eagerly run back to him and overlooked detected trap door and tadaaa... The new level contained Qlzqqlzuup, the Emperor Quylthulg - what a poetic name for Quylthulg and it sounds so noble:-). It seemed impossible to kill him. He always summoned before I could rift or chaos strike him more then once. Third unique he summoned was his highness Witch-king himself. This time he didn't survive. But Qlzqqlzuup had some more for me, he summoned special foes. Atlas, Baphomet, Carcharoth and Cantoras. I teleported them away and decided to deal with master generous summoner first. I finally learnt what Door creation is for. Ridiculous spell, cast it, then open door, send something nasty at Qlzqqlzuup, he summons, close door, banish, open... And so passed the best of Quylthulgs.

The other uniques were rahter easy to kill except Cantoras. It's so cool when a unique can be confused by chaos strike. Unfortunately, this doesn't apply to him, nevertheless I managed to destroy him. Even before he died I was overloaded with artifacts so I recalled and spend some time sorting out artifact junk in my home. After that I recalled back to level 80, then went to level 81 and then the power went off... AAAAAAAAAARGH. It was down for approx. 50 minutes. When I loaded my char I learned that last time I saved was even before killing Carcharoth and Cantoras AAAAAAAAARGH 2. This time I was so angry I was ready to save scumm in case I didn't survive the battle with Cantoras. I survived though and instead of 2 rather useless artifacts last time Cantoras dropped Cesti of Fingolfin. Well, that made up for the outage a little:-).


On 7.1.2009 21:21 p.sind@centurm.cz wrote:
All uniques dead except Morgy. And Maggot of course, I don't have the heart to kill the good old hobbit. Finally got rNether, on level 99. After getting Nenya from Lungorthin, Gondor from a vault and Eonwe from Sauron, I could swap Caspanion for Himring. I lost rDisen with Anduril so I also had to part with Cubragol and use Belthronding. It means unhasted +29 instead of +35 (Gondor +3 and Belthronding +1) but I'd say it doesn't matter much.

So far I saw only two greater vaults, one on lvl28 and the other somewhere between 95 and 99.

I'm going to have a look at Morgy now. Any suggestions?

On 9.1.2009 11:58 Turambar wrote:
The world has changed... Morgoth Bauglir lies in ruin...

My very first win!!!!!!!!!!!

Previous character of mine, Gelrin, level 40 Elf Mage, died on dlvl 37. That was more then a year ago. Before Gelrin, none of my chars made it past dlvl 10.

And then came Elestar, the Winner. Too excited for any details, will post in AAR forum when my head calms down...

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