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emperor ([personal profile] emperor) wrote2009-08-04 04:20 pm
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[angband] Progress, again

  9.   123894  Matthew the High-Elf Mage, Level 29
               Killed by nobody (yet!) on dungeon level 28
               (User 1024, Date TODAY, Gold 118986, Turn 1083902).

 10.   122768  Matthew the High-Elf Mage, Level 28 (Max 29)
               Killed by a Law drake on dungeon level 34
               (User 1024, Date 2009-03-17, Gold 96579, Turn 1414031).


cf. the previous char. to reach this point, at rather more turns. I've done much less well in terms of loot, though; the lack of the Resistances book is making life difficult at the moment. The CD below the cut is more recent than the snippet above; I'm still on less turns than position 10, however.

 Sex    Male         Age            119   STR:     18  +1  -5  +2     16
 Race   High-Elf     Height          73   INT:     18  +3  +3  +3  18/90
 Class  Mage         Weight         161   WIS:     10  -1  +0  +0      9
 Title  Evoker       Social      Lordly   DEX:     17  +3  +1  +3  18/60
 HP     169/169      Maximize         Y   CON:     15  +1  -2  +0     14
 SP     102/102                           CHR:     18  +5  +1  +0  18/60


 Level               29   Armor    [17,+58]     Saving Throw         77%
 Cur Exp         158280   Fight    (+12,+1)     Stealth           Superb
 Max Exp         158280   Melee   (+22,+21)     Fighting       Excellent
 Adv Exp         172500   Shoot    (+20,+9)     Shooting       Excellent
 MaxDepth   1550' (L31)   Blows      1/turn     Disarming            63%
 Turns          1224975   Shots      1/turn     Magic Device      Heroic
 Gold            163554   Infra       40 ft     Perception        1 in 6
 Burden        92.1 lbs   Speed           3     Searching            29%

 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 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 1 blow per round,
     averaging a damage of 31 against animals, 36 against
     fire-vulnerable creatures, and 26 against normal creatures.
b) a Long Bow (x3) (+8,+9)
c) a Rhodonite Ring of Accuracy (+9)
d) an Obsidian Ring of Strength (+2)
     +2 strength.
     Sustains strength.
e) a Ruby Amulet of Slow Digestion
     Slows your metabolism.
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 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) a Cloak of Stealth [1,+7] (+3 stealth)
     +3 stealth.
i) a Wicker Shield of Resistance [2,+9]
     Provides resistance to acid, lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
j) a Hard Leather Cap of Seeing [2,+7] (+2 searching)
     +2 searching.
     Provides resistance to blindness.
     Grants the ability to see invisible things.
k) (nothing)
l) a Pair of Leather Boots of Free Action [2,+7]
     Prevents paralysis.


  [Character Inventory]

a) 2 Books of Magic Spells [Magic for Beginners]
b) 2 Books of Magic Spells [Conjurings and Tricks]
c) 4 Books of Magic Spells [Incantations and Illusions]
d) a Book of Magic Spells [Sorcery and Evocations]
e) a Black Spotted Mushroom of Vigor
f) 6 Red Mushrooms of Clear Mind
g) 5 Light Blue Potions of Cure Critical Wounds
h) 6 Smoky Potions of Healing
i) 2 Dark Red Potions of Restore Mana
j) 4 Black Potions of Speed
k) 2 Scrolls titled "deo refestio" of Holy Chant
l) an Ivory Rod of Detection
     Cannot be harmed by electricity.
m) a Nickel-Plated Rod of Teleport Other
n) an Iron Rod of Recall
     Cannot be harmed by electricity.
o) a Lead-Plated Wand of Teleport Other (8 charges)
p) a Sapphire Ring of Dexterity (+2)
     +2 dexterity.
     Sustains dexterity.
q) 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.
r) a Metal Cap of Telepathy [3,+9]
     Grants telepathy.
s) a Pair of Leather Boots of Stealth [2,+9] (+3)
     +3 stealth.
t) a Dagger of Slay Giant (1d4) (+11,+6)
     With this weapon, you would currently get 1 blow per round,
     averaging a damage of 14.5 against giants, and 9.5 against normal
     creatures.
u) a Trident of Slay Demon (1d10) (+6,+4)
     With this weapon, you would currently get 1 blow per round,
     averaging a damage of 21.5 against demons, and 10.5 against normal
     creatures.
v) 5 Arrows of Venom (1d4) (+5,+7)
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 166.5 against
     poison-vulnerable creatures, and 55.5 against normal creatures.
     35% chance of breaking upon contact.
w) 15 Arrows (1d4) (+6,+7)
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 55.5 against
     normal creatures.
     35% chance of breaking upon contact.


  [Home Inventory]

a) a Book of Magic Spells [Magic for Beginners]
b) 4 Books of Magic Spells [Conjurings and Tricks]
c) 3 Books of Magic Spells [Incantations and Illusions]
d) a Book of Magic Spells [Sorcery and Evocations]
e) a Violet Speckled 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.
f) a Pungent Potion of Restore Intelligence
     When ingested, it restores your intelligence.
g) a Scroll titled "se tundo" of Remove Curse
     When read, it removes all ordinary curses from all equipped items.
h) an Obsidian Ring of Strength (+2)
     +2 strength.
     Sustains strength.
     
i) an Onyx Ring of Protection [+13]
j) a Tiger Eye Ring of Free Action {cursed}
     Cursed.
     Prevents paralysis.
     
k) Augmented Chain Mail (Dwarven) (-2) [16,+17] (+1)
     +1 strength, constitution, infravision.
     Cannot be harmed by acid, fire.
     Prevents paralysis.
     
l) Studded Leather Armour of Resistance (-1) [6,+9]
     Provides resistance to acid, lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     
m) The Set of Gauntlets 'Paurnimmen' [3,+14]
     Provides resistance to cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Slows your metabolism.
     
     When activated, it creates a frost bolt with damage 6d8.
     It takes 7 turns to recharge after use.
n) The Short Sword 'Sting' (1d6) (+7,+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 3 blows per round.  Each
     blow will do an average damage of 17 against animals, 17 against
     evil creatures, 20.5 against orcs, 20.5 against undead, and 13.5
     against normal creatures.
o) an Awl-Pike of Westernesse (1d8) (+10,+13) (+2)
     +2 strength, dexterity, constitution.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
     With this weapon, you would currently get 1 blow per round,
     averaging a damage of 28.5 against orcs, 28.5 against trolls, 28.5
     against giants, and 19.5 against normal creatures.
p) a Light Crossbow of Accuracy (x3) (+14,+11)
q) a Light Crossbow of Power (x3) (+7,+13)
r) 4 Bolts of Wounding (1d5) (+12,+11)
s) 9 Bolts (1d5) (+7,+6)
t) 10 Arrows of Slay Animal (1d4) (+4,+6)
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 105 against
     animals, and 52.5 against normal creatures.
     35% chance of breaking upon contact.
u) 12 Arrows (1d4) (+5,+5)
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 49.5 against
     normal creatures.
     35% chance of breaking upon contact.

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