8. 123525 Matthew the High-Elf Mage, Level 29
Killed by nobody (yet!) on dungeon level 34
(User 1024, Date TODAY, Gold 39511, Turn 1314096).
9. 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).
9 is previously the best I've managed playing the new version of angband (3.1.0beta); it is at least moderately different in play - there are more groups of monsters, and those groups behave more intelligently (they don't line up in corridors for you to shoot at any more)
[Angband 3.1.0 beta Character Dump]
Sex Male Age 119 STR: 17 +1 -5 +7 18/20
Race High-Elf Height 73 INT: 18 +3 +3 +2 18/80
Class Mage Weight 161 WIS: 11 -1 +0 +0 10
Title Evoker Social Lordly DEX: 16 +3 +1 +7 18/90
HP 167/167 Maximize Y CON: 13 +1 -2 +2 14
SP 88/88 CHR: 11 +5 +1 +0 17
Level 29 Armor [20,+69] Saving Throw 77%
Cur Exp 120125 Fight (+13,+14) Stealth Superb
Max Exp 120125 Melee (+20,+22) Fighting Excellent
Adv Exp 172500 Shoot (+22,+15) Shooting Excellent
MaxDepth 1700' (L34) Blows 4/turn Disarming 64%
Turns 1314096 Shots 1/turn Magic Device Heroic
Gold 39511 Infra 80 ft Perception 1 in 6
Burden 136.7 lbs Speed 5 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 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 4 blows per round. Each
blow will do an average damage of 29 against animals, 29 against
evil creatures, 32.5 against orcs, 32.5 against undead, and 25.5
against normal creatures.
b) a Light Crossbow of Power (x3) (+9,+15)
c) a Calcite Ring of Strength (+5)
+5 strength.
Sustains strength.
d) a Garnet Ring of Damage (+0,+8)
e) an Amber Amulet of Infravision (+4)
+4 infravision.
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 [1,+1]
i) a Small Metal Shield of Elvenkind [4,+15] (+2 stealth)
+2 stealth.
Provides resistance to acid, lightning, fire, cold, light.
Cannot be harmed by acid, electricity, fire, cold.
j) a Hard Leather Cap of Intelligence [2,+2] (+2)
+2 intelligence.
Sustains intelligence.
k) a Set of Leather Gloves of Thievery (+8,+3) [1,+11] (+2)
+2 dexterity, searching.
Feather Falling.
Prevents paralysis.
l) a Pair of Leather Boots of Stealth [2,+10] (+1)
+1 stealth.
[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) a Book of Magic Spells [Sorcery and Evocations]
e) a Book of Magic Spells [Resistances of Scarabtarices]
Cannot be harmed by acid, electricity, fire, cold.
f) 5 Yellow Potions of Cure Critical Wounds
g) a Dark Blue Potion of Healing
h) 2 Metallic Green Potions of Restore Mana
i) 2 Blue Potions of Speed
j) 3 Scrolls titled "des redo im" of Word of Recall
k) 3 Scrolls titled "tus deflum" of Holy Chant
l) a Gold-Plated Rod of Curing
Cannot be harmed by electricity.
m) a Nickel-Plated Wand of Frost Bolts (10 charges)
n) a Zirconium Wand of Fire Bolts (8 charges)
o) 2 Zinc Wands of Teleport Other (17 charges)
p) 2 Hemlock Staffs of Teleportation (14 charges)
q) an Adamantite Ring of Accuracy (+9)
r) Hard Leather Armour of Resistance (-1) [8,+15]
Provides resistance to acid, lightning, fire, cold.
Cannot be harmed by acid, electricity, fire, cold.
s) a Pair of Steel Shod Boots of Slow Descent [6,+7]
Feather Falling.
t) a Pair of Steel Shod Boots [6,+6]
u) 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 65.5 against orcs, 65.5 against trolls, 65.5
against demons, and 38.5 against normal creatures.
v) 9 Bolts of Venom (1d5) (+5,+8)
Fired from your current missile launcher, this arrow will hit targets
up to 120 feet away, inflicting an average damage of 234 against
poison-vulnerable creatures, and 78 against normal creatures.
25% chance of breaking upon contact.
w) 17 Bolts (1d5) (+7,+8)
Fired from your current missile launcher, this arrow will hit targets
up to 120 feet away, inflicting an average damage of 78 against
normal creatures.
25% chance of breaking upon contact.
[Home Inventory]
a) 4 Books of Magic Spells [Magic for Beginners]
b) 2 Books of Magic Spells [Conjurings and Tricks]
c) a Book of Magic Spells [Incantations and Illusions]
d) a Book of Magic Spells [Sorcery and Evocations]
e) a Green Mushroom of Vigor
When ingested, it restores all your stats.
Provides nourishment for about 250 turns under normal conditions.
f) a Coagulated Crimson Potion of Restore Intelligence
When ingested, it restores your intelligence.
g) a Light Green Potion of Restore Constitution
When ingested, it restores your constitution.
h) 4 Blue Speckled Potions of True Seeing
When ingested, it cures blindness and allows you to see invisible
things for 2d6+12 turns.
i) a Scroll titled "ocurruma pulus" of Remove Curse
When read, it removes all ordinary curses from all equipped items.
j) a Scroll titled "des redo im" of Word of Recall
When read, it returns you from the dungeon or takes you to the dun
geon after a short delay.
k) an Amethyst Ring of Soulkeeping
Sustains strength, intelligence, wisdom.
l) an Adamantite Ring of Accuracy (+8)
m) a Tiger Eye Ring of Protection [+8]
n) a Turquoise Ring of Free Action
Prevents paralysis.
o) Studded Leather Armour of Resistance (-1) [6,+11]
Provides resistance to acid, lightning, fire, cold.
Cannot be harmed by acid, electricity, fire, cold.
p) a Katana of Extra Attacks (3d5) (+5,+13) (+1)
+1 attack speed.
With this weapon, you would currently get 2 blows per round. Each
blow will do an average damage of 35 against normal creatures.
q) a Broad Axe of Westernesse (2d6) (+7,+9) (+1)
+1 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 43 against orcs, 43 against trolls, 43
against giants, and 29 against normal creatures.
r) a Morning Star of Flame (2d6) (+2,+3)
Provides resistance to fire.
Cannot be harmed by fire.
With this weapon, you would currently get 1 blow per round,
averaging a damage of 37 against fire-vulnerable creatures, and 23
against normal creatures.
s) 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 43 against animals, 48 against
fire-vulnerable creatures, and 38 against normal creatures.
t) 29 Bolts of Slay Demon (1d5) (+5,+6)
Fired from your current missile launcher, this arrow will hit targets
up to 120 feet away, inflicting an average damage of 216 against
demons, and 72 against normal creatures.
25% chance of breaking upon contact.
u) 25 Bolts (1d5) (+2,+6)
Fired from your current missile launcher, this arrow will hit targets
up to 120 feet away, inflicting an average damage of 72 against
normal creatures.
25% chance of breaking upon contact.
Bali's battle axe is a tempting swap for Sting (even more stealth, rBlind, regeneration all being good things), but at the moment 4 hits/round (and a slight to-hit bonus from the extra Dex) seems a better plan. The missile weaponry is pretty useful, especially against things without too high an AC. I still need to find rConf from somewhere...
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