The Angband Ladder: Nielthon, High-Elf Mage by <allanz@comcast.net>

  [Angband 3.1.0 beta Character Dump]

 Sex    Male         Age            123   Str:  18/95  +1  -5  +6 18/115 18/100
 Race   High-Elf     Height          86   INT! 18/100  +3  +3  +2 18/180
 Class  Mage         Weight         180   WIS:  18/93  -1  +0  +2 18/103
 Title  Sorcerer     Social  Role model   DEX:  18/87  +3  +1  +7 18/197
 HP     -258/542     Maximize         Y   CON! 18/100  +1  -2  +7 18/160
 SP     326/326                           CHR:  18/34  +5  +1  +0  18/94


 Level               42   Armor   [35,+132]     Saving Throw         94%
 Cur Exp        3776123   Fight    (+19,+6)     Stealth           Superb
 Max Exp        3776123   Melee   (+28,+15)     Fighting       Excellent
 Adv Exp        4140000   Shoot   (+29,+14)     Shooting          Superb
 MaxDepth   3300' (L66)   Blows      6/turn     Disarming            84%
 Turns          3595989   Shots      1/turn     Magic Device   Legendary
 Gold            895168   Infra       40 ft     Perception       1 in 16
 Burden       174.9 lbs   Speed          21     Searching            19%

 You are one of several children of a Telerin Archer.  You have light
 blue eyes, wavy blond hair, and a fair complexion.



 Acid:......+.*.... Confu:......+....+.
 Elec:......+...... Sound:......+.+....
 Fire:.+....+...... Shard:.............
 Cold:..+.+.+...... Nexus:......++.....
 Pois:............. Nethr:...........+.
 Fear:+.......+.... Chaos:........+..+.
 Lite:+.........+.+ Disen:.............
 Dark:....+........ S.Dig:.............
Blind:.........+... Feath:.............

PLite:+.........+.. Aggrv:.............
Regen:............. Stea.:.......+.....
Telep:.........+... Sear.:.............
Invis:+....+......+ Infra:............+
FrAct:+.......+.++. Tunn.:.............
HLife:....+........ Speed:++.+...+.....
ImpHP:............. Blows:+............
ImpSP:............. Shots:.............
 Fear:............. Might:.............


  [Last Messages]

> Illegal object choice (normal)!
> On the ground: Metal Brigandine Armour of Resist Lightning (-3) [20,+12]
(squelch).
> 3 items squelched.
> You have a Pearl Ring of Free Action (squelch) (r).
> 1 item squelched.
> The vein turns into mud!
> You have found something!
> You have found 191 gold pieces worth of sapphires.
> The wall turns into mud!
> There is a wall in the way!
> The Great Swamp Wyrm (offscreen) casts a spell, burning your eyes!
> You are unaffected!
> You feel yourself moving faster!
> The Great Swamp Wyrm breathes gas.
> You die.

Killed by a Great Swamp Wyrm.

  [Character Equipment]

a) The Short Sword 'Sting' (1d6) (+9,+9) (+2)
     +2 strength, dexterity, constitution, speed, attack speed.
     Provides resistance to fear, light.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     Grants the ability to see invisible things.
     Radius 1 light.
     With this weapon, you would currently get 6 blows per round.  Each
     blow will do an average damage of 22 against animals, 22 against
     evil creatures, 25.5 against orcs, 25.5 against undead, and 18.5
     against normal creatures.
b) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10)
     +10 speed.
     Provides resistance to fire.
     Cannot be harmed by acid, electricity, fire, cold.
c) a Jade Ring of Ice [+20]
     Provides resistance to cold.
     Cannot be harmed by cold.
     When activated, it grants cold resistance for d20+20 turns and cre
     ates a cold ball of damage 75.
     It takes d50+50 turns to recharge after use.
d) an Obsidian Ring of Speed (+6)
     +6 speed.
e) The Jewel 'Evenstar'
     Provides resistance to cold, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains intelligence, wisdom, constitution.
     Stops experience drain.
     When activated, it restores your experience to full.
     It takes 150 turns to recharge after use.
f) The Star of Elendil
     Cannot be harmed by acid, electricity, fire, cold.
     Grants the ability to see invisible things.
     When activated, it maps the area around you in a 30-radius circle.
     It takes 50 turns to recharge after use.
     Radius 3 light.
g) The Full Plate Armour of Isildur [26,+25] (+1)
     +1 constitution.
     Provides resistance to acid, lightning, fire, cold, confusion, 
     sound, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
h) The Cloak 'Colannon' [1,+15] (+3)
     +3 stealth, speed.
     Provides resistance to nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it teleports you randomly up to 100 squares away.
     It takes 45 turns to recharge after use.
i) The Small Metal Shield of Thorin [3,+23] (+4)
     +4 strength, constitution.
     Provides immunity to acid.
     Provides resistance to fear, sound, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
j) The Hard Leather Cap of Thranduil [2,+10] (+2)
     +2 intelligence, wisdom.
     Provides resistance to blindness.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.
k) The Set of Leather Gloves 'Cammithrim' [1,+10]
     Provides resistance to light.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains constitution.
     Prevents paralysis.
     When activated, it fires a magic missile with damage 3d4.
     It takes 2 turns to recharge after use.
     Radius 1 light.
l) The Pair of Leather Boots 'Dal-i-thalion' [2,+15] (+5)
     +5 dexterity.
     Provides resistance to confusion, nether, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains constitution.
     Prevents paralysis.
     When activated, it cures you of fear and poison.
     It takes 5 turns to recharge after use.


  [Character Inventory]

a) 3 Books of Magic Spells [Magic for Beginners]
b) a Book of Magic Spells [Conjurings and Tricks]
c) 2 Books of Magic Spells [Incantations and Illusions]
d) 4 Books of Magic Spells [Sorcery and Evocations]
e) a Book of Magic Spells [Resistances of Scarabtarices]
     Cannot be harmed by acid, electricity, fire, cold.
f) 2 Books of Magic Spells [Raal's Tome of Destruction]
     Cannot be harmed by acid, electricity, fire, cold.
g) 3 Books of Magic Spells [Mordenkainen's Escapes]
     Cannot be harmed by acid, electricity, fire, cold.
h) a Book of Magic Spells [Tenser's Transformations]
     Cannot be harmed by acid, electricity, fire, cold.
i) 2 Magenta Potions of *Healing*
     It can be thrown at creatures with damaging effect.
j) a Cloudy Potion of Life
     It can be thrown at creatures with damaging effect.
k) 5 Light Green Potions of Restore Mana
l) an Iron Rod of Cold Balls
m) 4 Brass Rods of Lightning Balls
n) 4 Lead-Plated Rods of Teleport Other
o) a Nickel-Plated Rod of Speed (charging)
     Cannot be harmed by electricity.
p) 2 Lead Wands of Teleport Other (17 charges)
q) an Ivory Staff of the Magi (3 charges)
r) The Beaked Axe of Theoden (2d6) (+8,+10) (+3)
     +3 wisdom, constitution.
     Cannot be harmed by acid, electricity, fire, cold.
     Slows your metabolism.
     Grants telepathy.
     When activated, it drains up to 120 hit points of life from a targ
     et creature.
     It takes 40 turns to recharge after use.
     With this weapon, you would currently get 4 blows per round.  Each
     blow will do an average damage of 36 against dragons, and 22
     against normal creatures.
s) The Whip of Gothmog (6d3) (+13,+15) (-3) {cursed}
     Heavily cursed.
     -3 intelligence, wisdom, dexterity.
     Provides immunity to fire.
     Provides resistance to lightning, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     Aggravates creatures nearby.
     When activated, it creates a fire ball with damage 144.
     It takes 15 turns to recharge after use.
     Radius 1 light.
     With this weapon, you would currently get 4 blows per round.  Each
     blow will do an average damage of 44 against animals, 56 against
     trolls, 56 against giants, 56 against fire-vulnerable creatures, 
     80 against dragons, and 32 against normal creatures.
t) 21 Seeker Bolts of Slay Evil (4d5) (+14,+4)
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 180 against
     evil creatures, 270 against fire-vulnerable creatures, and 90
     against normal creatures.
     25% chance of breaking upon contact.
u) 14 Seeker Bolts of Slay Demon (4d5) (+7,+7)
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 297 against
     demons, 297 against fire-vulnerable creatures, and 99 against
     normal creatures.
     25% chance of breaking upon contact.


  [Home Inventory]

a) The Phial of Galadriel
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it lights up the surrounding area, hurting light-s
     ensitive creatures.
     It takes 10 turns to recharge after use.
     Radius 3 light.
b) The Metal Brigandine Armour of the Rohirrim [20,+15] (+2)
     +2 strength, dexterity.
     Provides resistance to acid, lightning, fire, cold, fear, 
     confusion, sound.
     Cannot be harmed by acid, electricity, fire, cold.
     
c) The Mithril Chain Mail 'Belegennon' (-1) [28,+20] (+4)
     +4 stealth.
     Provides resistance to acid, lightning, fire, cold, poison.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it teleports you randomly up to 10 squares away.
     It takes 2 turns to recharge after use.
d) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4)
     +4 strength, charisma.
     Provides resistance to acid, lightning, fire, cold, dark, 
     disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it removes all non-unique monsters represented by 
     a chosen symbol from the level, dealing you damage in the process.
     It takes 500 turns to recharge after use.
e) The Leather Scale Mail 'Thalkettoth' (-1) [10,+25] (+3)
     +3 dexterity, speed.
     Provides resistance to acid, shards.
     Cannot be harmed by acid, electricity, fire, cold.
     
f) The Leather Shield of the Haradrim [4,+15] (+2)
     +2 strength, constitution.
     Provides resistance to poison, fear, blindness.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, constitution.
     Aggravates creatures nearby.
     
     When activated, it puts you in a berserker rage for d50+50 turns.
     It takes 50 turns to recharge after use.
g) The Large Metal Shield of Anarion [5,+20]
     Provides resistance to acid, lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, intelligence, wisdom, dexterity, constitution, 
     charisma.
     
h) The Metal Cap of Celebrimbor [3,+18] (+3 searching)
     +3 intelligence, dexterity, charisma, searching.
     Provides resistance to acid, fire, shards, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     
i) The Steel Helm of Hammerhand [6,+20] (+3)
     +3 strength, dexterity, constitution.
     Provides resistance to acid, cold, dark, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, dexterity, constitution.
     Aggravates creatures nearby.
     
j) The Dagger of Rilia (2d4) (+4,+3)
     Provides resistance to poison, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it fires a stinking cloud with damage 12.
     It takes 4 turns to recharge after use.
     With this weapon, you would currently get 4 blows per round.  Each
     blow will do an average damage of 23 against orcs, 23 against
     poison-vulnerable creatures, and 13 against normal creatures.
k) The Main Gauche of Azaghal (2d5) (+12,+14)
     Provides immunity to fire.
     Provides resistance to acid, fear.
     Cannot be harmed by acid, electricity, fire, cold.
     
     With this weapon, you would currently get 4 blows per round.  Each
     blow will do an average damage of 49 against dragons, and 25
     against normal creatures.
l) The Spear of Orome (4d6) (+15,+15) (+4)
     +4 intelligence, infravision, speed.
     Provides resistance to fire, light.
     Cannot be harmed by acid, electricity, fire, cold.
     Blessed by the gods.
     Feather Falling.
     Grants the ability to see invisible things.
     
     When activated, it turns rock into mud.
     It takes 5 turns to recharge after use.
     Radius 1 light.
     With this weapon, you would currently get 4 blows per round.  Each
     blow will do an average damage of 48 against animals, 62 against
     giants, 62 against fire-vulnerable creatures, and 34 against
     normal creatures.
m) The Halberd 'Osondir' (3d5) (+6,+9) (+3)
     +3 charisma.
     Provides resistance to fire, sound.
     Cannot be harmed by acid, electricity, fire, cold.
     Feather Falling.
     Grants the ability to see invisible things.
     
     With this weapon, you would currently get 4 blows per round.  Each
     blow will do an average damage of 41 against giants, 41 against
     undead, 41 against fire-vulnerable creatures, and 23 against
     normal creatures.
n) The Pike 'Til-i-arc' (2d5) (+10,+12) [+10] (+2)
     +2 intelligence.
     Provides resistance to fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains intelligence.
     Slows your metabolism.
     
     With this weapon, you would currently get 4 blows per round.  Each
     blow will do an average damage of 35 against trolls, 35 against
     giants, 35 against demons, 35 against fire-vulnerable creatures, 
     35 against frost-vulnerable creatures, and 23 against normal
     creatures.
o) The Broad Axe 'Barukkheled' (2d6) (+13,+19) (+3)
     +3 constitution.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants the ability to see invisible things.
     
     With this weapon, you would currently get 4 blows per round.  Each
     blow will do an average damage of 38 against evil creatures, 45
     against orcs, 45 against trolls, 45 against giants, and 31 against
     normal creatures.
p) The Great Axe of Durin (4d4) (+10,+20) [+15] (+3)
     +3 strength, constitution, tunneling.
     Provides resistance to acid, fire, fear, light, dark, confusion, 
     chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     
     With this weapon, you would currently get 4 blows per round.  Each
     blow will do an average damage of 57 against orcs, 57 against
     trolls, 57 against demons, 57 against acid-vulnerable creatures, 
     57 against fire-vulnerable creatures, 77 against dragons, and 37
     against normal creatures.
q) The Scythe 'Avavir' (5d3) (+8,+8) [+10] (+3)
     +3 dexterity, charisma.
     Provides resistance to fire, cold, light.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
     When activated, it returns you from the dungeon or takes you to th
     e dungeon after a short delay.
     It takes 200 turns to recharge after use.
     Radius 1 light.
     With this weapon, you would currently get 3 blows per round.  Each
     blow will do an average damage of 43 against fire-vulnerable
     creatures, 43 against frost-vulnerable creatures, and 23 against
     normal creatures.
r) The Lucerne Hammer 'Turmil' (2d5) (+10,+6) [+8] (+4)
     +4 wisdom, infravision.
     Provides resistance to cold, light.
     Cannot be harmed by acid, electricity, fire, cold.
     Blessed by the gods.
     Speeds regeneration.
     
     When activated, it drains up to 90 hit points of life from a targe
     t creature.
     It takes 40 turns to recharge after use.
     Radius 1 light.
     With this weapon, you would currently get 4 blows per round.  Each
     blow will do an average damage of 29 against orcs, 29 against
     frost-vulnerable creatures, and 17 against normal creatures.
s) The Morning Star 'Bloodspike' (2d6) (+8,+22) (+4)
     +4 strength.
     Provides resistance to nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants the ability to see invisible things.
     
     With this weapon, you would currently get 4 blows per round.  Each
     blow will do an average damage of 44 against animals, 51 against
     orcs, 51 against trolls, 51 against poison-vulnerable creatures, 
     and 37 against normal creatures.
t) The Mace 'Taratol' (3d4) (+12,+12)
     Provides immunity to lightning.
     Provides resistance to lightning.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it hastens you for d20+20 turns.
     It takes 100 turns to recharge after use.
     With this weapon, you would currently get 4 blows per round.  Each
     blow will do an average damage of 39.5 against
     electricity-vulnerable creatures, 54.5 against dragons, and 24.5
     against normal creatures.
u) The Quarterstaff of Olorin (2d9) (+10,+13) (+4)
     +4 intelligence, wisdom, charisma.
     Provides resistance to fire, nether.
     Cannot be harmed by acid, electricity, fire, cold.
     Stops experience drain.
     Grants the ability to see invisible things.
     
     When activated, it gives you information on the health and abiliti
     es of monsters you can see.
     It takes 20 turns to recharge after use.
     With this weapon, you would currently get 4 blows per round.  Each
     blow will do an average damage of 38 against evil creatures, 48
     against orcs, 48 against trolls, 48 against fire-vulnerable
     creatures, 68 against demons, and 28 against normal creatures.
v) The Quarterstaff 'Nar-i-vagil' (1d9) (+10,+20) (+3)
     +3 intelligence.
     Provides resistance to fire.
     Cannot be harmed by acid, electricity, fire, cold.
     
     With this weapon, you would currently get 4 blows per round.  Each
     blow will do an average damage of 35 against animals, 40 against
     fire-vulnerable creatures, and 30 against normal creatures.
w) The Short Bow of Amrod (x2) (+12,+15) (+2)
     +2 strength, constitution, shooting power.
     Provides resistance to lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Speeds regeneration.
     
x) a Heavy Crossbow of Power (x4) (+16,+20) (squelch)


  [Options]

Maximize effect of race/class bonuses        : yes (adult_maximize)
Randomize some of the artifacts (beta)       : no  (adult_randarts)
Restrict the use of stairs/recall            : no  (adult_ironman)
Restrict the use of stores/home              : no  (adult_no_stores)
Restrict creation of artifacts               : no  (adult_no_artifacts)
Don't stack objects on the floor             : no  (adult_no_stacking)
Lose artifacts when leaving level            : no  (adult_no_preserve)
Don't generate connected stairs              : yes (adult_no_stairs)
Adult: Monsters chase current location       : yes (adult_ai_sound)
Adult: Monsters chase recent locations       : yes (adult_ai_smell)
Adult: Monsters act smarter in groups        : yes (adult_ai_packs)
Adult: Monsters learn from their mistakes    : yes (adult_ai_learn)
Adult: Monsters exploit players weaknesses   : no  (adult_ai_cheat)
Adult: Monsters behave more intelligently (broken): no  (adult_ai_smart)
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 6.2.2009 07:01
Last updated on 12.2.2009 06:02

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7771. on the Ladder (of 19090)
3368. on the Angband Ladder (of 6561)
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