The Angband Ladder: Narn VIII, High-Elf Mage by Adqam
[Angband 3.1.0 beta Character Dump] Sex Male Age 105 STR: 18/86 +1 -5 +6 18/106 Race High-Elf Height 109 INT: 18/47 +3 +3 +6 18/167 Class Mage Weight 188 WIS: 13 -1 +0 +6 18 Title Warlock Social Feared DEX: 16 +3 +1 +11 18/130 HP 398/398 Maximize Y CON: 18/56 +1 -2 +6 18/106 SP 222/267 CHR: 17 +5 +1 +0 18/50 Level 38 Armor [28,+117] Saving Throw 87% Cur Exp 1638921 Fight (+13,+6) Stealth Superb Max Exp 1638921 Melee (+28,+31) Fighting Excellent Adv Exp 1955000 Shoot (+25,+15) Shooting Excellent MaxDepth 4600' (L92) Blows 4/turn Disarming 78% Turns 733434 Shots 1/turn Magic Device Legendary Gold 756650 Infra 40 ft Perception 1 in 16 Burden 155.0 lbs Speed 22 Searching 19% You are one of several children of a Telerin Ranger. 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:.+........... [Character Equipment] a) The Spear 'Aeglos' (3d6) (+15,+25) [+5] (+4) +4 wisdom, dexterity. Provides resistance to cold, fear. Cannot be harmed by acid, electricity, fire, cold. Blessed by the gods. Slows your metabolism. Prevents paralysis. When activated, it creates a frost ball with damage 100. It takes 35 turns to recharge after use. With this weapon, you would currently get 4 blows per round. Each blow will do an average damage of 52 against evil creatures, 62.5 against orcs, 62.5 against trolls, 62.5 against frost-vulnerable creatures, 83.5 against undead, and 41.5 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) a Corundum Ring of Intelligence (+4) +4 intelligence. Sustains intelligence. d) a Bronze Ring of Speed (+8) +8 speed. e) a Sea Shell Amulet of Sustenance Cannot be harmed by acid, electricity, fire, cold. Sustains strength, intelligence, wisdom, dexterity, constitution, charisma. Slows your metabolism. Stops experience drain. f) The Phial of Galadriel {@A1} 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 Leather Scale Mail 'Thalkettoth' (-1) [10,+25] (+3) +3 dexterity, speed. Provides resistance to acid, shards. 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,+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 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 Mithril Gauntlets of Agility [5,+14] (+4) +4 dexterity. Cannot be harmed by acid. l) a Pair of Mithril Shod Boots of Speed [7,+14] (+8) +8 speed. Cannot be harmed by acid. [Character Inventory] a) a Book of Magic Spells [Magic for Beginners] {@m1@b1@G1!d!k!v} b) 3 Books of Magic Spells [Conjurings and Tricks] {@m2@b2@G2!d!k!v} c) a Book of Magic Spells [Incantations and Illusions] {@m3@b3@G3!d!k!v} d) 2 Books of Magic Spells [Sorcery and Evocations] {@m4@b4@G4!d!k!v} e) a Book of Magic Spells [Resistances of Scarabtarices] {@m5@b5@G5!d!k!v} Cannot be harmed by acid, electricity, fire, cold. f) a Book of Magic Spells [Raal's Tome of Destruction] {@m6@b6@G6!d!k!v} Cannot be harmed by acid, electricity, fire, cold. g) a Book of Magic Spells [Mordenkainen's Escapes] {@m8@b8@G8!d!k!v} Cannot be harmed by acid, electricity, fire, cold. h) a Book of Magic Spells [Kelek's Grimoire of Power] {@m9@b9@G9!d!k!v} Cannot be harmed by acid, electricity, fire, cold. i) 35 Misty Potions of Cure Critical Wounds {@q1} j) a Pink Speckled Potion of Restore Mana k) a Mithril-Plated Rod of Detection {@z1} Cannot be harmed by electricity. l) 4 Silver-Plated Rods of Probing {@z2} m) a Nickel Rod of Healing Cannot be harmed by electricity. n) 3 Brass Wands of Teleport Other (21 charges) {@a4} o) a Gold-Plated Wand of Annihilation (3 charges) Cannot be harmed by acid, electricity, fire, cold. p) a Mahogany Staff of Healing q) 2 Willow Staffs of Power (4 charges) r) an Eucalyptus Staff of the Magi (3 charges) s) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3) +3 intelligence, wisdom, constitution. Provides resistance to acid, poison, confusion. Cannot be harmed by acid, electricity, fire, cold. When activated, it destroys all traps and doors surrounding you. It takes 10 turns to recharge after use. t) an Elven Cloak of the Magi [6,+13] (+3) +3 intelligence, stealth. Cannot be harmed by acid. Sustains intelligence. Grants the ability to see invisible things. u) a Pair of Ethereal Slippers of Speed [0,+12] (+7) +7 speed. Cannot be harmed by acid, electricity, fire, cold. v) The Scimitar 'Haradekket' (4d2) (+9,+11) (+2) +2 dexterity, attack speed. Cannot be harmed by acid, electricity, fire, cold. Grants the ability to see invisible things. With this weapon, you would currently get 6 blows per round. Each blow will do an average damage of 29 against animals, 29 against evil creatures, 35 against undead, and 23 against normal creatures. w) 17 Seeker Arrows of Flame (4d4) (+6,+6) {@f0} 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 372 against fire-vulnerable creatures, and 124 against normal creatures. 35% chance of breaking upon contact. [Home Inventory] a) a Book of Magic Spells [Tenser's Transformations] {@m7@b7@G7!d!k!v} Cannot be harmed by acid, electricity, fire, cold. b) 4 Purple 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. c) a Metallic Green Potion 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. d) 2 Oily Yellow 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. e) 7 Pink Speckled Potions of Restore Mana {@q6!*} When ingested, it restores your mana points to maximum. f) 8 Red Speckled Potions of Speed When ingested, it hastens you for 2d10+20 turns. g) 15 Scrolls titled "lo in mitundo" of Teleportation {@r9!*} When read, it teleports you randomly up to 100 squares away. h) 11 Scrolls titled "ius vus immeo" of Teleport Level When read, it teleports you one level up or down. i) a Scroll titled "anenio prege" of *Remove Curse* When read, it removes all curses from all equipped items. j) a Scroll titled "fices genus" of Mass Banishment When read, it removes all non-unique monsters within 20 squares, d ealing you damage in the process. k) 2 Scrolls titled "tam statto quo" of *Destruction* When read, it destroys an area around you in the shape of a circle radius 15, and blinds you for 1d10+10 turns. l) a Sapphire Ring of Constitution (+4) +4 constitution. Sustains constitution. m) a Calcite Ring of Acid [+14] Provides resistance to acid. Cannot be harmed by acid. When activated, it grants acid resistance for d20+20 turns and cre ates an acid ball of damage 70. It takes d50+50 turns to recharge after use. n) a Coral Amulet of ESP (+6) +6 searching. Cannot be harmed by acid, electricity, fire, cold. Grants telepathy. o) The Chain Mail of Arvedui (-2) [14,+15] (+2) +2 strength, charisma. Provides resistance to acid, lightning, fire, cold, shards, nexus. Cannot be harmed by acid, electricity, fire, cold. p) 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. q) a Wicker Shield of Elvenkind [2,+15] (+2 stealth) +2 stealth. Provides resistance to acid, lightning, fire, cold, poison. Cannot be harmed by acid, electricity, fire, cold. r) 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. s) 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, t) 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. u) 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. v) 30 Bolts (1d5) (+6,+7) w) 18 Seeker Bolts (4d5) (+8,+8) x) 15 Arrows of Slay Evil (1d4) (+8,+10) Fired from your current missile launcher, this arrow will hit targets up to 140 feet away, inflicting an average damage of 220 against evil creatures, and 110 against normal creatures. 35% chance of breaking upon contact. [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 10.8.2009 22:05
8788. on the Ladder (of 19090)
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