The Angband Ladder: Dumble Gear II, Gnome Mage by Aelius27
[Angband 3.1.0 beta Character Dump] Sex Male Age 51 STR: 18/83 -1 -5 +0 18/23 Race Gnome Height 46 INT: 18/88 +2 +3 +7 18/208 Class Mage Weight 90 WIS: 15 +0 +0 +2 17 Title Conjurer Social Liked DEX: 18/16 +2 +1 +13 18/176 HP -28/291 Maximize Y CON: 18/87 +1 -2 +0 18/77 SP 254/281 CHR: 16 -2 +1 +3 18 Level 35 Armor [20,+98] Saving Throw 75% Cur Exp 548223 Fight (+7,-2) Stealth Excellent Max Exp 548223 Melee (+19,+10) Fighting Very Good Adv Exp 697500 Shoot (+27,+22) Shooting Excellent MaxDepth 2300' (L46) Blows 3/turn Disarming 87% Turns 1140248 Shots 2/turn Magic Device Legendary Gold 159289 Infra 40 ft Perception 1 in 17 Burden 149.0 lbs Speed 3 Searching 22% You are the only child of a Gnome Beggar. You are a well liked child. You have brown eyes, straight red hair, and a dark 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] > You have 13 Red Speckled Potions of Cure Critical Wounds (h). > The 11-headed hydra casts a fearful illusion. > You refuse to be frightened. > You feel very good. > You have 12 Red Speckled Potions of Cure Critical Wounds (h). > The 11-headed hydra grunts with pain. > The 11-headed hydra casts a plasma bolt. > You have been stunned. > You feel very good. > You are no longer stunned. > You have 11 Red Speckled Potions of Cure Critical Wounds (h). > The 11-headed hydra casts a plasma bolt. > You have been stunned. > The 11-headed hydra casts a plasma bolt. > You die. Killed by a 11-headed hydra. [Character Equipment] a) 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 3 blows per round. Each blow will do an average damage of 32.5 against electricity-vulnerable creatures, 47.5 against dragons, and 17.5 against normal creatures. b) The Long Bow 'Belthronding' (x3) (+20,+22) (+1) +1 dexterity, stealth, speed, shooting speed. Provides resistance to disenchantment. Cannot be harmed by acid, electricity, fire, cold. c) an Onyx Ring of Resist Poison (squelch) Provides resistance to poison. d) an Engagement Ring of Intelligence (+5) +5 intelligence. Sustains intelligence. e) a Driftwood Amulet of Charisma (+3) +3 charisma. Sustains charisma. f) a Lantern of Brightness (14167 turns) (squelch) Cannot be harmed by fire. Radius 3 light. g) The Leather Scale Mail 'Thalkettoth' (-1) [10,+24] (+3) +3 dexterity, speed. Provides resistance to acid, shards. Cannot be harmed by acid, electricity, fire, cold. h) The Cloak of Thorongil [1,+10] Provides resistance to acid, fear. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. Grants the ability to see invisible things. i) The Leather Shield of Celegorm [4,+20] Provides resistance to acid, lightning, fire, cold, light, dark. Cannot be harmed by acid, electricity, fire, cold. 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) a Set of Leather Gloves of Agility [1,+7] (+4) +4 dexterity. 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] {@m1} b) 3 Books of Magic Spells [Conjurings and Tricks] {@m2} c) 3 Books of Magic Spells [Incantations and Illusions] {@m3} d) 5 Books of Magic Spells [Sorcery and Evocations] {@m4} e) a Book of Magic Spells [Resistances of Scarabtarices] {@m5} Cannot be harmed by acid, electricity, fire, cold. f) a Book of Magic Spells [Raal's Tome of Destruction] {@m6} Cannot be harmed by acid, electricity, fire, cold. g) a Book of Magic Spells [Mordenkainen's Escapes] {@m7} Cannot be harmed by acid, electricity, fire, cold. h) 11 Red Speckled Potions of Cure Critical Wounds i) a Brown Speckled Potion of Healing j) 4 Scrolls titled "vendor patum" of Teleportation k) a Scroll titled "inus lurtus" of Protection from Evil l) 4 Brass Rods of Probing m) 6 Zinc-Plated Rods of Fire Bolts {@z1} n) 5 Gold Rods of Frost Bolts (3 charging) {@z2} o) 2 Aluminum Rods of Acid Bolts (1 charging) {@z3} p) a Tin-Plated Rod of Drain Life (charging) {@z4} q) 5 Bronze Wands of Teleport Other (16 charges) r) a Pine Staff of *Destruction* (2 charges) s) a Fur Cloak of Stealth [3,+10] (+2 stealth) +2 stealth. t) a Short Bow of Lothlorien (x2) (+16,+5) (+2) +2 dexterity, shooting power. Cannot be harmed by acid, fire. Prevents paralysis. Grants telepathy. [Home Inventory] a) 2 Violet Speckled Potions of *Healing* When ingested, it restores 1200 hit points, heals cut damage, and cures stunning, poisoning, blindness, and confusion. It can be thrown at creatures with damaging effect. b) 2 Dark Blue Potions of Life When ingested, it restores 5000 hit points, restores experience an d stats, heals cut damage, and cures stunning, poison, blindness, and confusion. It can be thrown at creatures with damaging effect. c) 8 Hazy Potions of Restore Mana When ingested, it restores your mana points to maximum. d) 3 Pink Speckled Potions of Speed When ingested, it hastens you for 2d10+20 turns. e) 2 Cyan Potions of Resist Poison When ingested, it grants temporary resistance to poison for 1d10+1 0 turns. f) 25 Scrolls titled "odio hariger" of Teleport Level When read, it teleports you one level up or down. g) 23 Scrolls titled "expurrus presi" of Deep Descent When read, it transports you two or three levels below your maximu m dungeon depth. h) a Chromium Rod of Teleport Other When aimed, it teleports a target monster away. It takes 25 turns to recharge after use. i) a Lead Rod of Speed Cannot be harmed by electricity. When used, it hastens you for 2d10+20 turns. It takes 100 turns to recharge after use. j) an Engagement Ring of Intelligence (+4) +4 intelligence. Sustains intelligence. k) a Bronze Ring of Constitution (+4) +4 constitution. Sustains constitution. l) a Mithril Ring of Escaping (+4 speed) +4 speed. Makes you unable to hit foes. m) Metal Scale Mail of Elvenkind (-2) [12,+16] (+1 stealth) +1 stealth. Provides resistance to acid, lightning, fire, cold, chaos. Cannot be harmed by acid, electricity, fire, cold. n) a Robe of Permanence [2,+16] Provides resistance to acid, lightning, fire, cold, dark. Cannot be harmed by acid, electricity, fire, cold. Sustains strength, intelligence, wisdom, dexterity, constitution, charisma. Stops experience drain. o) a Cloak of Aman [1,+11] (+2 stealth) +2 stealth. Provides resistance to poison. Cannot be harmed by acid, electricity, fire, cold. p) a Cloak of Protection [1,+15] Provides resistance to shards. Cannot be harmed by acid, electricity, fire, cold. q) an Elven Cloak of Aman [6,+12] (+5 stealth) +5 stealth. Provides resistance to sound. Cannot be harmed by acid, electricity, fire, cold. r) The Metal Cap of Thengel [3,+12] (+3) +3 wisdom, charisma. Provides resistance to confusion. Cannot be harmed by acid, electricity, fire, cold. s) 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. t) a Pair of Leather Boots of Stability [2,+8] Provides resistance to nexus. Feather Falling. u) a Pair of Steel Shod Boots of Speed [6,+9] (+8) +8 speed. v) a Trident (Defender) (1d10) (+9,+10) [+7] (+4 stealth) +4 stealth. Provides resistance to acid, lightning, fire, cold. Cannot be harmed by acid, electricity, fire, cold. Sustains wisdom. Feather Falling. Speeds regeneration. Prevents paralysis. 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 13.5 against normal creatures. w) 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 3 blows per round. Each blow will do an average damage of 29 against dragons, and 15 against normal creatures. x) 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 3 blows per round. Each blow will do an average damage of 31 against evil creatures, 38 against orcs, 38 against trolls, 38 against giants, and 24 against normal creatures. [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 : no (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 21.2.2009 07:23
9812. on the Ladder (of 19090)
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