The Angband Ladder: Eigladri, Dunadan Mage by Fenrir

  [Angband 3.1.0 beta Character Dump]

 Sex    Male         Age             69   Str! 18/100  +1  -5 +17 18/*** 18/195
 Race   Dunadan      Height          82   INT! 18/100  +2  +3  +5 18/200
 Class  Mage         Weight         210   WIS! 18/100  +2  +0  +2 18/140
 Title  ***WINNER*** Social  Role model   Dex! 18/100  +2  +1 +10 18/*** 18/200
 HP     950/950      Maximize         Y   CON! 18/100  +3  -2 +11 18/***
 SP     393/393                           Chr:  18/83  +2  +1  +9 18/203 18/173


 Level               50   Armor   [47,+135]     Saving Throw         91%
 Cur Exp       10564678   Fight   (+42,+31)     Stealth        Excellent
 Max Exp       10564678   Melee   (+67,+56)     Fighting          Superb
 Adv Exp       ********   Shoot   (+52,+14)     Shooting       Excellent
 MaxDepth  5000' (L100)   Blows      6/turn     Disarming            93%
 Turns          4032806   Shots      1/turn     Magic Device   Legendary
 Gold          11123572   Infra       30 ft     Perception        1 in 2
 Burden       356.1 lbs   Speed          24     Searching            34%

 You are one of several children of a Yeoman.  You are a credit to the
 family.  You have dark brown eyes, straight 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]

> You have no room for an Iron Crown of Regeneration [0,+14].
> You have no room for 29 Seeker Bolts of Wounding (4d5) (+15,+18).
> Your mystic shield crumbles away.
> There is a wall in the way!
> You have no room for 29 Seeker Bolts of Wounding (4d5) (+15,+18).
> You have no room for a Steel Helm of Light [6,+18].
> You have no room for 29 Seeker Bolts of Wounding (4d5) (+15,+18).
> You can learn 3 more spells.
> Looks like any other level.
> The air about you becomes charged...
> You feel yourself yanked upwards!
> The Battle-scarred veteran wakes up.
> The Scruffy little dog wakes up.
> There is a wall in the way!
> You can learn 3 more spells.

Killed by Ripe Old Age.

  [Character Equipment]

a) a Great Hammer of Fury (8d1) (+25,+25) (+2)
     +2 strength, attack speed.
     Provides resistance to fear.
     Cannot be harmed by acid, fire.
     Aggravates creatures nearby.
     With this weapon, you would currently get 6 blows per round.  Each
     blow will do an average damage of 64 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) The Ring of Power 'Nenya' (+8,+8) (+2)
     +2 strength, intelligence, wisdom, dexterity, constitution, 
     charisma, speed.
     Provides immunity to cold.
     Provides resistance to cold, blindness.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains intelligence, wisdom, constitution.
     Feather Falling.
     Speeds regeneration.
     Prevents paralysis.
     Stops experience drain.
     Grants telepathy.
     Grants the ability to see invisible things.
     When activated, it restores your experience to full.
     It takes 200 turns to recharge after use.
d) a Tortoise Shell Ring of Speed (+15)
     +15 speed.
e) The Necklace of the Dwarves (+3)
     +3 strength, constitution, infravision.
     Provides resistance to fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Speeds regeneration.
     Prevents paralysis.
     Grants the ability to see invisible things.
     Radius 1 light.
f) The Arkenstone of Thrain
     Provides resistance to light, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     Stops experience drain.
     Grants the ability to see invisible things.
     When activated, it detects treasure, objects, traps, doors, stairs, 
     e3 light.
g) 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.
h) an Elven Cloak of Protection [6,+22] (+2 stealth)
     +2 stealth.
     Provides resistance to shards.
     Cannot be harmed by acid, electricity, fire, cold.
i) The Small Metal Shield of Thorin [3,+25] (+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 Jewel Encrusted Crown of Numenor [0,+18] (+3)
     +3 intelligence, dexterity, charisma, searching, speed.
     Provides resistance to cold, light, dark, blindness, sound, shards.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     Grants the ability to see invisible things.
     Radius 1 light.
k) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2)
     +2 strength, constitution.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
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) 4 Books of Magic Spells [Magic for Beginners]
b) 4 Books of Magic Spells [Conjurings and Tricks]
c) 5 Books of Magic Spells [Incantations and Illusions]
d) 6 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) a Book of Magic Spells [Raal's Tome of Destruction]
     Cannot be harmed by acid, electricity, fire, cold.
g) a Book 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) a Book of Magic Spells [Kelek's Grimoire of Power]
     Cannot be harmed by acid, electricity, fire, cold.
j) 4 Violet Potions of Healing
k) 3 Pungent Potions of Life
     It can be thrown at creatures with damaging effect.
l) 10 Metallic Green Potions of Restore Mana
m) 4 Copper Speckled Potions of Enlightenment
n) a Chromium Rod of Detection
     Cannot be harmed by electricity.
o) a Mithril Rod of Healing (charging)
     Cannot be harmed by electricity.
p) a Cast Iron Rod of Drain Life
q) a Gold-Plated Rod of Speed
     Cannot be harmed by electricity.
r) a Rosewood Staff of the Magi (2 charges)
s) The Massive Iron Crown of Morgoth [0,+8] (+125)
     +125 strength, intelligence, wisdom, dexterity, constitution, 
     charisma, infravision.
     Provides resistance to acid, lightning, fire, cold, poison, fear, 
     light, dark, confusion, nexus, nether.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.
     Grants the ability to see invisible things.
     Radius 1 light.
t) a Steel Helm of Intelligence [6,+17] (+2)
     +2 intelligence.
     Sustains intelligence.
u) The Two-Handed Great Flail 'Thunderfist' (4d6) (+5,+18) (+4)
     +4 strength, constitution.
     Provides resistance to lightning, fire, fear, dark.
     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 80 against animals, 94 against
     orcs, 94 against trolls, 94 against electricity-vulnerable
     creatures, 94 against fire-vulnerable creatures, and 66 against
     normal creatures.
v) The Mighty Hammer 'Grond' (9d9) (+2,+5)
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.
     Grants the ability to see invisible things.
     Aggravates creatures nearby.
     You are too weak to use this weapon effectively!
     With this weapon, you would currently get 1 blow per round,
     averaging a damage of 124 against animals, 124 against evil
     creatures, 169 against orcs, 169 against trolls, 259 against
     dragons, 259 against demons, 259 against undead, and 79 against
     normal creatures.
     Sometimes creates earthquakes on impact.
w) a Heavy Crossbow of Extra Shots (x4) (+22,+19) (+1)
     +1 shooting speed.


  [Home Inventory]

a) 5 Rosewood Staffs of the Magi (0 charges)
     When used, it restores both intelligence and manapoints to maximum.
b) 2 Tortoise Shell Rings of Speed (+9)
     +9 speed.
     
c) 2 Azurite Rings of Escaping (+4 speed)
     +4 speed.
     Makes you unable to hit foes.
     
d) The Ring of Power 'Narya' (+6,+6) (+1)
     +1 strength, intelligence, wisdom, dexterity, constitution, 
     charisma, speed.
     Provides immunity to fire.
     Provides resistance to fire, fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, constitution.
     Slows your metabolism.
     Speeds regeneration.
     Prevents paralysis.
     Grants telepathy.
     Grants the ability to see invisible things.
     
     When activated, it grants you protection from evil for 1d25 plus 3 
     times your character level turns.
     It takes 200 turns to recharge after use.
e) The Ring of Power 'Vilya' (+10,+10) (+3)
     +3 strength, intelligence, wisdom, dexterity, constitution, 
     charisma, speed.
     Provides immunity to lightning.
     Provides resistance to lightning, poison, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains intelligence, dexterity, constitution.
     Slows your metabolism.
     Feather Falling.
     Speeds regeneration.
     Prevents paralysis.
     Stops experience drain.
     Grants telepathy.
     Grants the ability to see invisible things.
     
     When activated, it heals 1000 hit points.
     It takes 200 turns to recharge after use.
f) The Amulet of Carlammas (+2) (charging)
     +2 constitution.
     Provides resistance to fire.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it grants you protection from evil for 1d25 plus 3 
     times your character level turns.
     It takes 225 turns to recharge after use.
g) The Amulet of Ingwe (+3)
     +3 intelligence, wisdom, charisma, infravision.
     Provides resistance to acid, lightning, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
     When activated, it deals five times your level's damage to all evi
     l creatures that you can see.
     It takes 50 turns to recharge after use.
h) The Elfstone 'Elessar' (+7,+7) [+10] (+2)
     +2 strength, wisdom, charisma, speed.
     Provides resistance to fire, poison, fear.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it heals 500 hit points.
     It takes 200 turns to recharge after use.
i) 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.
j) The Palantir of Westernesse (+2)
     +2 intelligence, wisdom, searching, infravision.
     Provides resistance to blindness, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.
     Grants the ability to see invisible things.
     Aggravates creatures nearby.
     Drains experience.
     
     When activated, it maps the entire level and detects objects, trap
     s, doors, and stairs.
     It takes 50 turns to recharge after use.
     Radius 3 light.
k) 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.
     
l) 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.
     
m) an Elven Cloak of the Magi [6,+13] (+4)
     +4 intelligence, stealth.
     Cannot be harmed by acid.
     Sustains intelligence.
     Speeds regeneration.
     
n) The Leather Shield of Celegorm [4,+20]
     Provides resistance to acid, lightning, fire, cold, light, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     
o) The Iron Helm of Dor-Lomin [5,+20] (+4)
     +4 strength, dexterity, constitution.
     Provides resistance to acid, lightning, fire, cold, fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.
     Grants the ability to see invisible things.
     
     Radius 1 light.
p) The Iron Helm 'Holhenneth' [5,+10] (+2)
     +2 intelligence, wisdom, searching.
     Provides resistance to blindness, confusion.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants the ability to see invisible things.
     
     When activated, it detects treasure, objects, traps, doors, stairs, q) The
Steel Helm of Hammerhand [6,+20] (+3)

     w+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.
     
r) 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.
s) a Pair of Steel Shod Boots of Speed [6,+9] (+7)
     +7 speed.
     
t) The Short Sword 'Sting' (1d6) (+8,+8) (+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 46 against animals, 46 against
     evil creatures, 49.5 against orcs, 49.5 against undead, and 42.5
     against normal creatures.
u) a Tulwar of Gondolin (2d4) (+14,+19)
     Provides resistance to dark.
     Cannot be harmed by acid, fire.
     Prevents paralysis.
     Grants telepathy.
     Grants the ability to see invisible things.
     
     Radius 1 light.
     With this weapon, you would currently get 4 blows per round.  Each
     blow will do an average damage of 63 against orcs, 63 against
     trolls, 63 against dragons, 63 against demons, and 53 against
     normal creatures.
v) The Quarterstaff 'Eriril' (1d9) (+3,+5) (+4)
     +4 intelligence, wisdom.
     Provides resistance to light.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants the ability to see invisible things.
     
     When activated, it reveals to you the extent of an item's magical 
     powers.
     It takes 10 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 evil creatures, and 
     39 against normal creatures.
w) 25 Seeker Arrows of Acid (4d4) (+14,+17)
     Cannot be harmed by acid.
     
x) 20 Seeker Arrows of Frost (4d4) (+7,+9)
     Cannot be harmed by cold.
     


  [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    : no  (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 1.3.2009 21:19
Last updated on 6.4.2009 00:26

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3804. on the Ladder (of 18951)
1133. on the Angband Ladder (of 6491)
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Comments

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On 1.3.2009 21:19 Fenrir wrote:
Rings of Escaping are great. I have yet to fire a single arrow in this game.

On 6.4.2009 01:00 Fenrir wrote:
First win!

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