I tend to think that mages only start being interesting around level 11, when they can cast create food and identify - at that point, they begin to be useful characters...
I think telepathy is a bit of a mixed blessing - it makes it hard to rest if there's something off-screen moving that can't get to you, and slows running down. Still, it might save my behind at some point...
Grip and Fang were easy (as was Farmer Maggot); Smeagol was a pain, and used up most of my speed potions, but I got there in the end...
Name Matthew Self RB CB EB Best
Sex Male Age 106 Str: 17 +1 -5 +0 13 12
Race High-Elf Height 89 INT: 17 +3 +3 +0 18/50
Class Mage Weight 190 WIS: 14 -1 +0 +0 13
Title Trickster Status 39 DEX: 12 +3 +1 +0 16
HP 61/61 Maximize Y CON: 10 +1 -2 +0 9
SP 23/23 Preserve Y CHR: 9 +5 +1 +0 15
Level 11 Armor [7,+7] Saving Throw Superb
Cur Exp 1221 Fight (+1,+0) Stealth Very Good
Max Exp 1221 Melee (+5,+1) Fighting Very Good
Adv Exp 1495 Shoot (+1,+0) Shooting Good
MaxDepth Lev 4 Blows 1/turn Disarming Very Good
Gold 819 Shots 0/turn Magic Device Superb
Perception Good
Burden 56.1 lbs Infra 40 ft Searching Fair
You are the only child of a Telerin Ranger. You have light grey eyes,
straight black hair, and a fair complexion.
abcdefghijkl@ abcdefghijkl@
Acid:............. Blind:.............
Elec:............. Confu:.............
Fire:............. Sound:.............
Cold:............. Shard:.............
Pois:............. Nexus:.............
Fear:............. Nethr:.............
Lite:............+ Chaos:.............
Dark:............. Disen:.............
abcdefghijkl@ abcdefghijkl@
S.Dig:............. Stea.:.............
Feath:............. Sear.:.............
PLite:............. Infra:.............
Regen:............. Tunn.:.............
Telep:.........+... Speed:.............
Invis:............+ Blows:.............
FrAct:............. Shots:.............
HLife:............. Might:.............
[Character Equipment]
a) a Small Sword (1d6) (+4,+1)
b) (nothing)
c) (nothing)
d) (nothing)
e) (nothing)
f) (nothing)
g) a Robe [2,+5]
h) (nothing)
i) (nothing)
j) a Hard Leather Cap of Telepathy [2,+1]
It grants you the power of telepathy.
k) (nothing)
l) a Pair of Hard Leather Boots [3,+0]
[Character Inventory]
a) a Book of Magic Spells [Magic for Beginners]
b) a Book of Magic Spells [Conjurings and Tricks]
c) a Book of Magic Spells [Incantations and Illusions]
d) 5 Flasks of oil
e) a Brown Speckled Potion of Detect Invisible
f) a Puce Potion of Speed
g) 2 Orange Potions of Resist Cold
h) a Magenta Potion of Berserk Strength
i) 3 Vermilion Potions of Cure Serious Wounds {25% off}
j) 4 Scrolls titled "pleala valip" of Word of Recall
k) a Scroll titled "uni ausseh" of Identify
l) a Scroll titled "orn sannag aox" of Detect Invisible
m) a Scroll titled "ornblu derfor" of Blessing
n) 2 Magnesium Wands of Magic Missile (16 charges)
o) a Brass Lantern (with 3096 turns of light)
It cannot be harmed by fire.
p) Soft Leather Armour [4,+0]
q) a Set of Leather Gloves [1,+0]
r) a Sling (x2) (+4,+2)
s) 22 Arrows (1d4) (+0,+0)
I think telepathy is a bit of a mixed blessing - it makes it hard to rest if there's something off-screen moving that can't get to you, and slows running down. Still, it might save my behind at some point...
Grip and Fang were easy (as was Farmer Maggot); Smeagol was a pain, and used up most of my speed potions, but I got there in the end...
(no subject)