6. 545991 Matthew the High-Elf Mage, Level 33
Killed by nobody (yet!) on dungeon level 44
(User 1024, Date TODAY, Gold 551061, Turn 1618961).
7. 542267 Matthew the High-Elf Mage, Level 33
Killed by an Ancient multi-hued dragon on dungeon level 40
(User 1024, Date 2008-12-04, Gold 170636, Turn 1804423).
Previously, this character passed position 8:
7. 216579 Matthew the High-Elf Mage, Level 30
Killed by nobody (yet!) on dungeon level 34
(User 1024, Date TODAY, Gold 200852, Turn 1342206).
8. 215017 Matthew the High-Elf Mage, Level 30
Killed by a Vampire on dungeon level 28
(User 1024, Date 2006-10-15, Gold 58677, Turn 2671003).
I've finally found the first of the dungeon spell-books, which I would normally expect to have found long ago. Temporary rPoison is very handy (as is temporary double-resist of the other basic breath types). I'm deeper than all but one of my previous characters, which may account for a feeling of being slightly under-powered; an excellent missile launcher would really help there. Comments welcome, as ever.
[Angband 3.1.0 beta Character Dump]
Sex Male Age 119 STR: 18/89 +1 -5 +4 18/89
Race High-Elf Height 73 INT: 18/55 +3 +3 +5 18/165
Class Mage Weight 161 WIS: 10 -1 +0 +3 12
Title Conjurer Social Lordly Dex: 18/76 +3 +1 +7 18/186 18/161
HP 266/266 Maximize Y CON: 17 +1 -2 +6 18/40
SP 178/229 CHR: 18/73 +5 +1 +5 18/183
Level 33 Armor [33,+74] Saving Throw 80%
Cur Exp 541591 Fight (+12,+5) Stealth Superb
Max Exp 541591 Melee (+19,+14) Fighting Excellent
Adv Exp 632500 Shoot (+19,+15) Shooting Excellent
MaxDepth 2200' (L44) Blows 6/turn Disarming 76%
Turns 1618961 Shots 1/turn Magic Device Legendary
Gold 551061 Infra 40 ft Perception 1 in 16
Burden 136.1 lbs Speed 2 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 Short Sword 'Sting' (1d6) (+7,+9) (+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 21 against animals, 21 against
evil creatures, 24.5 against orcs, 24.5 against undead, and 17.5
against normal creatures.
b) a Light Crossbow of Extra Might (x3) (+7,+15) (+1)
+1 shooting power.
c) a Silver Ring of Constitution (+4)
+4 constitution.
Sustains constitution.
d) a Garnet Ring of Intelligence (+5)
+5 intelligence.
Sustains intelligence.
e) an Ivory Amulet of Regeneration
Speeds regeneration.
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 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.
h) an Elven Cloak [6,+8] (+2 stealth)
+2 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) The Metal Cap of Thengel [3,+12] (+3)
+3 wisdom, charisma.
Provides resistance to confusion.
Cannot be harmed by acid, electricity, fire, cold.
k) a Set of Mithril Gauntlets of Agility [5,+6] (+5)
+5 dexterity.
Cannot be harmed by acid.
l) a Pair of Iron Shod Boots of Stealth [3,+13] (+3)
+3 stealth.
[Character Inventory]
a) 3 Books of Magic Spells [Magic for Beginners]
b) 3 Books of Magic Spells [Conjurings and Tricks]
c) 3 Books of Magic Spells [Incantations and Illusions]
d) 5 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) 10 Light Blue Potions of Cure Critical Wounds
g) a Smoky Potion of Healing
h) 4 Dark Red Potions of Restore Mana
i) 2 Scrolls titled "altus inguo" of *Destruction*
j) a Nickel-Plated Rod of Teleport Other
k) an Iron Rod of Recall
Cannot be harmed by electricity.
l) 4 Lead-Plated Wands of Teleport Other (32 charges)
m) a Dogwood Staff of the Magi (3 charges)
n) a Hard Leather Cap of Seeing [2,+8] (+2 searching)
+2 searching.
Provides resistance to blindness.
Grants the ability to see invisible things.
o) a Set of Gauntlets of Agility [3,+8] (+4)
+4 dexterity.
p) 29 Bolts of Wounding (1d5) (+14,+13)
Fired from your current missile launcher, this arrow will hit targets
up to 140 feet away, inflicting an average damage of 124 against
normal creatures.
25% chance of breaking upon contact.
q) 6 Bolts of Flame (1d5) (+8,+8)
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 312 against
fire-vulnerable creatures, and 104 against normal creatures.
25% chance of breaking upon contact.
r) 13 Bolts of Slay Evil (1d5) (+7,+9)
Fired from your current missile launcher, this arrow will hit targets
up to 140 feet away, inflicting an average damage of 216 against
evil creatures, and 108 against normal creatures.
25% 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) 4 Books of Magic Spells [Incantations and Illusions]
d) a Book of Magic Spells [Sorcery and Evocations]
e) 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.
f) a Pungent Potion of Restore Intelligence
When ingested, it restores your intelligence.
g) a Golden Staff of Remove Curse (6 charges)
When used, it removes all ordinary curses from all equipped items.
h) 2 Obsidian Rings of Strength (+2)
+2 strength.
Sustains strength.
i) a Garnet Ring of Intelligence (+3)
+3 intelligence.
Sustains intelligence.
j) a Sapphire Ring of Dexterity (+2)
+2 dexterity.
Sustains dexterity.
k) a Tiger Eye Ring of Free Action
Prevents paralysis.
l) 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.
m) Augmented Chain Mail (Dwarven) (-2) [16,+17] (+1)
+1 strength, constitution, infravision.
Cannot be harmed by acid, fire.
Prevents paralysis.
n) Studded Leather Armour of Resistance (-1) [6,+9]
Provides resistance to acid, lightning, fire, cold.
Cannot be harmed by acid, electricity, fire, cold.
o) 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.
p) a Metal Cap of Telepathy [3,+9]
Grants telepathy.
q) a Set of Caestus of Free Action (+0,+3) [2,+9]
Prevents paralysis.
r) a Pair of Ethereal Slippers of Free Action [0,+9]
Cannot be harmed by acid, electricity, fire, cold.
Prevents paralysis.
s) The Glaive of Pain (9d6) (+3,+30)
Provides resistance to fear.
Cannot be harmed by acid, electricity, fire, cold.
With this weapon, you would currently get 3 blows per round. Each
blow will do an average damage of 64.5 against normal creatures.
t) 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 4 blows per round. Each
blow will do an average damage of 33 against animals, 38 against
fire-vulnerable creatures, and 28 against normal creatures.
u) a Long Bow of Extra Shots (x3) (+10,+13) (+1)
+1 shooting speed.
v) 21 Arrows of Lightning (1d4) (+8,+8)
Cannot be harmed by electricity.
w) 10 Arrows of Slay Animal (1d4) (+4,+6)
x) 14 Arrows (1d4) (+6,+8)
ETA: I note that this is now the best I've done on the new beta.
ETA2: Amusing, I just descended a staircase, and was insta-killed by a room full of inertia hounds.
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