The Angband Ladder: Zapp_3.1.0beta, High-Elf Mage by <dan@angband.ladder>

  [Angband 3.1.0 beta Character Dump]

 Sex    Male         Age            113   STR:  18/73  +1  -5  +4  18/73
 Race   High-Elf     Height          85   INT:  18/87  +3  +3  +6 18/207
 Class  Mage         Weight         203   WIS:     12  -1  +0  +5     16
 Title  Conjurer     Social      Lordly   DEX:     14  +3  +1  +0     18
 HP     -122/248     Maximize         Y   CON:     16  +1  -2  +5  18/20
 SP     258/258                           CHR:  18/74  +5  +1  +0 18/134


 Level               34   Armor    [38,+85]     Saving Throw         82%
 Cur Exp         639212   Fight   (+13,+12)     Stealth           Superb
 Max Exp         639212   Melee   (+35,+37)     Fighting       Excellent
 Adv Exp         805000   Shoot   (+25,+15)     Shooting       Excellent
 MaxDepth   1950' (L39)   Blows      1/turn     Disarming            75%
 Turns          1433004   Shots      1/turn     Magic Device   Legendary
 Gold            184025   Infra       40 ft     Perception       1 in 16
 Burden       166.8 lbs   Speed          10     Searching            19%

 You are one of several children of a Telerin Warrior.  You have light
 grey eyes, straight black 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 a Spear (1d6).
> The Giant bronze dragon fly breathes confusion.
> You freeze the Giant bronze dragon fly.
> You have slain the Giant bronze dragon fly.
> You have no room for a Spear (1d6).
> On the ground: a Spear of *Slay Evil* (1d6) (+7,+8) (+1).
> You have no room for a Glaive of Slay Animal (2d6) (+8,+9).
> You have no room for The Morning Star 'Firestar' (2d6) (+5,+7) [+2].
> There is a wall in the way!
> You sense the presence of monsters!
> You have no room for The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3).
> There is a wall in the way!
> The Dracolisk breathes fire.
> You die.
> Illegal edit key!

Killed by a Dracolisk.

  [Character Equipment]

a) The Long Sword 'Ringil' (4d5) (+22,+25) (+10 speed)
     +10 speed.
     Provides resistance to cold, fear, light.
     Cannot be harmed by acid, electricity, fire, cold.
     Blessed by the gods.
     Slows your metabolism.
     Speeds regeneration.
     Prevents paralysis.
     Grants the ability to see invisible things.
     When activated, it creates a frost ball with damage 100.
     It takes 40 turns to recharge after use.
     Radius 1 light.
     With this weapon, you would currently get 1 blow per round,
     averaging a damage of 61 against evil creatures, 73 against
     trolls, 73 against undead, 73 against frost-vulnerable creatures, 
     97 against demons, and 49 against normal creatures.
b) 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.
c) an Adamantite Ring of Resist Poison
     Provides resistance to poison.
d) an Amethyst Ring of Intelligence (+4) {BM 3900}
     +4 intelligence.
     Sustains intelligence.
e) a Mother-of-Pearl Amulet of Wisdom (+3)
     +3 wisdom.
     Sustains wisdom.
f) 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.
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) a Cloak of Stealth [1,+7] (+3 stealth)
     +3 stealth.
i) a Leather Shield of Resistance [6,+18]
     Provides resistance to acid, lightning, fire, cold.
     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) 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) a Pair of Leather Boots of Stealth [2,+8] (+3)
     +3 stealth.


  [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) 3 Books 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) 15 Metallic Green Potions of Cure Critical Wounds
i) a Gloopy Green Potion of Healing
j) 2 Vermilion Potions of Restore Mana
k) 7 Red Speckled Potions of Speed
l) 7 Clotted Red Potions of Heroism
m) 7 Copper-Plated Rods of Treasure Location
n) 5 Tungsten Rods of Probing
o) a Silver-Plated Rod of Fire Bolts
p) 2 Tin-Plated Rods of Frost Bolts
q) 4 Platinum Rods of Light
r) 2 Zinc Rods of Recall {!*}
     Cannot be harmed by electricity.
s) a Cast Iron Wand of Teleport Other (8 charges)
t) 2 Ashen Staffs of Teleportation (17 charges)
u) Soft Leather Armour of Elvenkind [4,+17] (+2 stealth)
     +2 stealth.
     Provides resistance to acid, lightning, fire, cold, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
v) 2 Arrows of Flame (1d4) (+8,+10)
     Cannot be harmed by fire.
     Fired from your current missile launcher, this arrow will hit targets
     up to 140 feet away, inflicting an average damage of 330 against
     fire-vulnerable creatures, and 110 against normal creatures.
     35% chance of breaking upon contact.
w) 7 Arrows (1d4) (+8,+8)
     Fired from your current missile launcher, this arrow will hit targets
     up to 140 feet away, inflicting an average damage of 102 against
     normal creatures.
     35% chance of breaking upon contact.


  [Home Inventory]

a) 13 Gloopy Green Potions of Healing
     When ingested, it heals you a really large amount (35% of max HP, 
     minimum 300HP), heals cut damage, and cures stunning, poisoning, b
     lindness, and confusion.
     Provides nourishment for about 100 turns under normal conditions.
b) 4 Vermilion Potions of Restore Mana
     When ingested, it restores your mana points to maximum.
c) a Hawthorn Staff of the Magi (3 charges)
     When used, it restores both intelligence and manapoints to maximum.
d) a Pearl Ring of Strength (+5) {BM 4500}
     +5 strength.
     Sustains strength.
     
e) a Bloodstone Ring of Dexterity (+5)
     +5 dexterity.
     Sustains dexterity.
     
f) a Tortoise Shell Ring of Constitution (+3)
     +3 constitution.
     Sustains constitution.
     
g) 4 Marble Rings of Escaping (+4 speed)
     +4 speed.
     Makes you unable to hit foes.
     
h) a Robe of Permanence [2,+15]
     Provides resistance to acid, lightning, fire, cold, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, intelligence, wisdom, dexterity, constitution, 
     charisma.
     Stops experience drain.
     
i) a Cloak of Protection [1,+14]
     Provides resistance to shards.
     Cannot be harmed by acid, electricity, fire, cold.
     
j) a Wicker Shield of Resist Acid [2,+5]
     Provides resistance to acid.
     Cannot be harmed by acid.
     
k) The Metal Cap of Thengel [3,+12] (+3)
     +3 wisdom, charisma.
     Provides resistance to confusion.
     Cannot be harmed by acid, electricity, fire, cold.
     
l) 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.
m) The Dagger 'Narthanc' (2d4) (+4,+6)
     Provides resistance to fire.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it creates a fire bolt with damage 9d8.
     It takes 8 turns to recharge after use.
     With this weapon, you would currently get 2 blows per round.  Each
     blow will do an average damage of 33 against fire-vulnerable
     creatures, and 23 against normal creatures.
n) The Main Gauche of Maedhros (2d5) (+12,+15) (+3)
     +3 intelligence, dexterity, speed.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
     With this weapon, you would currently get 2 blows per round.  Each
     blow will do an average damage of 45 against trolls, 45 against
     giants, and 33 against normal creatures.
o) The Short Sword 'Dagmor' (1d7) (+3,+7) (+2)
     +2 attack speed.
     Cannot be harmed by acid, electricity, fire, cold.
     Slows your metabolism.
     Speeds regeneration.
     
     With this weapon, you would currently get 3 blows per round.  Each
     blow will do an average damage of 27 against animals, 31 against
     poison-vulnerable creatures, and 23 against normal creatures.
p) a Halberd (Holy Avenger) (3d5) (+10,+9) [+2] (+4)
     +4 wisdom.
     Provides resistance to fear.
     Sustains intelligence.
     Blessed by the gods.
     Grants the ability to see invisible things.
     
     With this weapon, you would currently get 1 blow per round,
     averaging a damage of 39 against evil creatures, 48 against
     demons, 48 against undead, and 30 against normal creatures.
q) 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 1 blow per round,
     averaging a damage of 36 against orcs, 36 against frost-vulnerable
     creatures, and 24 against normal creatures.
r) a Maul (Defender) (4d4) (+9,+11) [+4] (+4 stealth)
     +4 stealth.
     Provides resistance to acid, lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains constitution.
     Feather Falling.
     Speeds regeneration.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
     With this weapon, you would currently get 1 blow per round,
     averaging a damage of 33 against normal creatures.
s) a Great Hammer (Defender) (8d1) (+15,+8) [+1] (+3 stealth)
     +3 stealth.
     Provides resistance to acid, lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains constitution.
     Feather Falling.
     Speeds regeneration.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
     With this weapon, you would currently get 1 blow per round,
     averaging a damage of 28 against normal creatures.
t) The Short Bow of Amras (x2) (+12,+15) (+1 speed)
     +1 intelligence, wisdom, dexterity, speed, shooting speed, 
     shooting power.
     Provides resistance to lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Slows your metabolism.
     
u) a Light Crossbow of Accuracy (x3) (+27,+15) {BM 16020}
v) 15 Bolts of Acid (1d5) (+10,+10)
     Cannot be harmed by acid.
     
w) 16 Bolts of Slay Giant (1d5) (+10,+6)
x) 37 Bolts of Slay Evil (1d5) (+8,+8)


  [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 9.3.2009 16:31
Last updated on 22.3.2009 16:48

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Comments

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On 9.3.2009 16:31 Dan@angband.ladder wrote:
I'm exploring the new changes in the 3.1.0 beta, and I just had my first worthy breakthrough character. Ringil was discovered sitting alone on the floor at 1600'. This is the first time I've found Ringil. Now I'm hoping I can pilot this mage to the win. I have a long way to go and I know I need a lot more CON as I go deeper. At least speed won't be an issue for a little while. Very strange to have more SPs than HPs, but it's working so far.

On 22.3.2009 16:48 dan@angband.ladder wrote:
Got in way over my head with a Dracolisk in a greater vault at 1900' I was recovering a few dungeon books in the vault and it hit me with a breath attack from a long distance diagonal when it turned a corner. I didn't think it could target me at that location or I would have put up my resistance spell and perhaps survived the encounter.

On 22.3.2009 16:48 dan@angband.ladder wrote:
Got in way over my head with a Dracolisk in a greater vault at 1900' I was recovering a few dungeon books in the vault and it hit me with a breath attack from a long distance diagonal when it turned a corner. I didn't think it could target me at that location or I would have put up my resistance spell and perhaps survived the encounter.

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