5. 587777 Matthew the High-Elf Mage, Level 33
Killed by nobody (yet!) on dungeon level 42
(User 1024, Date TODAY, Gold 376292, Turn 2022740).
6. 586295 Matthew the High-Elf Mage, Level 33
Killed by an Inertia hound on dungeon level 45
(User 1024, Date 2009-08-27, Gold 552156, Turn 1628789).
(Position 6 being my previous best effort on the 3.1.0 beta)
[Angband 3.1.0 beta Character Dump]
Sex Male Age 119 Str: 18/48 +1 -5 +5 18/58 18/23
Race High-Elf Height 73 INT: 18/36 +3 +3 +6 18/156
Class Mage Weight 161 WIS: 13 -1 +0 +2 14
Title Conjurer Social Lordly DEX: 18 +3 +1 +0 18/40
HP 257/261 Maximize Y CON: 16 +1 -2 +8 18/50
SP 116/215 CHR: 16 +5 +1 +0 18/40
Level 33 Armor [14,+95] Saving Throw 80%
Cur Exp 583577 Fight (+12,+11) Stealth Superb
Max Exp 583577 Melee (+20,+22) Fighting Excellent
Adv Exp 632500 Shoot (+31,+18) Shooting Excellent
MaxDepth 2100' (L42) Blows 1/turn Disarming 71%
Turns 2022740 Shots 1/turn Magic Device Legendary
Gold 376292 Infra 40 ft Perception 1 in 16
Burden 100.2 lbs Speed Normal 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 Battle Axe of Balli Stonehand (3d8) (+8,+11) [+5] (+3)
+3 strength, constitution, stealth.
Provides resistance to acid, lightning, fire, cold, blindness.
Cannot be harmed by acid, electricity, fire, cold.
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 62.5 against orcs, 62.5 against trolls, 62.5
against demons, and 35.5 against normal creatures.
b) a Light Crossbow of Extra Might (x3) (+19,+18) (+1)
+1 shooting power.
c) a Fluorite Ring of Intelligence (+4)
+4 intelligence.
Sustains intelligence.
d) a Sapphire Ring of Constitution (+3)
+3 constitution.
Sustains constitution.
e) a Golden 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) a Robe of Elvenkind [2,+23] (+3 stealth)
+3 stealth.
Provides resistance to acid, lightning, fire, cold, nether.
Cannot be harmed by acid, electricity, fire, cold.
h) a Fur Cloak of Aman [3,+14] (+1 stealth)
+1 stealth.
Provides resistance to blindness.
Cannot be harmed by acid, electricity, fire, cold.
i) a Small Metal Shield of Resistance [4,+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 Stability [2,+8]
Provides resistance to nexus.
Feather Falling.
[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) 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) 12 Vermilion Potions of Cure Critical Wounds
h) 5 Gold Potions of Healing
i) 3 Cyan Potions of Restore Mana
j) a Dark Red Potion of Speed
k) a Scroll titled "lea dego sum" of *Destruction*
l) a Molybdenum Rod of Lightning Balls
m) a Gold Rod of Recall
Cannot be harmed by electricity.
n) 2 Copper Wands of Teleport Other (6 charges)
o) a Bloodstone Ring of Accuracy (+8)
p) a Mithril Ring of Free Action
Prevents paralysis.
q) a Cloak of Protection [1,+13]
Provides resistance to shards.
Cannot be harmed by acid, electricity, fire, cold.
r) The Metal Cap of Thengel [3,+12] (+3)
+3 wisdom, charisma.
Provides resistance to confusion.
Cannot be harmed by acid, electricity, fire, cold.
s) 6 Bolts of Slay Giant (1d5) (+10,+6)
Fired from your current missile launcher, this arrow will hit targets
up to 140 feet away, inflicting an average damage of 324 against
giants, and 108 against normal creatures.
25% chance of breaking upon contact.
t) 18 Bolts (1d5) (+6,+8)
Fired from your current missile launcher, this arrow will hit targets
up to 140 feet away, inflicting an average damage of 116 against
normal creatures.
25% chance of breaking upon contact.
[Home Inventory]
a) 4 Books of Magic Spells [Magic for Beginners]
b) 4 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) 2 White Mushrooms of Vigor
When ingested, it restores all your stats.
Provides nourishment for about 250 turns under normal conditions.
f) a Yellow 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.
g) 2 Puce Potions of Restore Intelligence
When ingested, it restores your intelligence.
h) 5 Scrolls titled "ulchato sco" of Enchant Armour
When read, it attempts to magically enhance a piece of armour.
i) a Bronze Ring of Strength (+4)
+4 strength.
Sustains strength.
j) a Fluorite Ring of Intelligence (+2)
+2 intelligence.
Sustains intelligence.
k) a Beryl Ring of Dexterity (+3)
+3 dexterity.
Sustains dexterity.
l) The Soft Leather Armour 'Hithlomir' [4,+20] (+4)
+4 stealth.
Provides resistance to acid, lightning, fire, cold, dark.
Cannot be harmed by acid, electricity, fire, cold.
m) a Set of Gauntlets of Agility [3,+8] (+4)
+4 dexterity.
n) a Pair of Steel Shod Boots of Free Action [6,+7]
Prevents paralysis.
o) a Katana of Extra Attacks (3d5) (+9,+11) (+2)
+2 attack speed.
With this weapon, you would currently get 3 blows per round. Each
blow will do an average damage of 30 against normal creatures.
p) The Halberd 'Osondir' (3d5) (+6,+9) (+3)
+3 charisma.
Provides resistance to fire, sound.
Cannot be harmed by acid, electricity, fire, cold.
Feather Falling.
Grants the ability to see invisible things.
With this weapon, you would currently get 1 blow per round,
averaging a damage of 46 against giants, 46 against undead, 46
against fire-vulnerable creatures, and 28 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 34 against orcs, 34 against frost-vulnerable
creatures, and 22 against normal creatures.
r) a Long Bow of Extra Shots (x3) (+13,+16) (+1)
+1 shooting speed.
s) 9 Bolts (1d5) (+7,+5)
Fired from your current missile launcher, this arrow will hit targets
up to 140 feet away, inflicting an average damage of 104 against
normal creatures.
25% chance of breaking upon contact.
t) 20 Bolts (1d5) (+5,+4)
Fired from your current missile launcher, this arrow will hit targets
up to 140 feet away, inflicting an average damage of 100 against
normal creatures.
25% chance of breaking upon contact.
u) 24 Bolts (1d5) (+5,+1)
Fired from your current missile launcher, this arrow will hit targets
up to 140 feet away, inflicting an average damage of 88 against
normal creatures.
25% chance of breaking upon contact.
v) 28 Arrows of Slay Undead (1d4) (+9,+7)
w) 25 Arrows of Slay Giant (1d4) (+11,+3)
x) 31 Mithril Shots (2d4) (+14,+11)
Cannot be harmed by acid.
Having to remember to swap in Thengel when dealing with confusion attacks is a bit annoying, but telepathy is so useful otherwise that I think it's worth the pain. I seem to be being a little more cautious this time, too...
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[oh, and new userpic :-) ]
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Yeah, the food shop ruins the whole game...
By selling unlimited cheap food...
Which means you can spend ages doing the same floor over and over with no pressure to go down more,,,
And since you can, it's tuned so you have to