The Angband Ladder: Elen Quickshot, Kobold Rogue by ShieTar

  [Angband 3.1.0 beta Character Dump]

 Sex    Female       Age             20   Str! 18/100  -1  +2 +20 18/*** 18/160
 Race   Kobold       Height          39   Int! 18/100  -1  +1  +5 18/150 18/120
 Class  Rogue        Weight          65   WIS! 18/100  +0  -2 +10 18/180
 Title  ***WINNER*** Social  Role model   DEX! 18/100  +2  +3  +5 18/200
 HP     760/1037     Maximize         Y   CON! 18/100  +2  +1 +14 18/***
 SP     15/224                            Chr! 18/100  -2  -1 +14 18/210 18/115


 Level               50   Armor   [48,+140]     Saving Throw         93%
 Cur Exp       13937949   Fight   (+51,+39)     Stealth           Superb
 Max Exp       13937949   Melee   (+73,+64)     Fighting       Legendary
 Adv Exp       ********   Shoot   (+61,+14)     Shooting       Legendary
 MaxDepth  5000' (L100)   Blows      5/turn     Disarming           100%
 Turns          2722413   Shots      1/turn     Magic Device      Heroic
 Gold          11985887   Infra       50 ft     Perception       1 in 11
 Burden       166.9 lbs   Speed          30     Searching            47%

 You come from a litter of 4 pups. Your father was a warrior, and your
 mother was a cook. You have dark brown eyes, a dark brown hide, and
 small, sharp teeth.


 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:.............


  [Last Messages]

> The Cold hound breathes frost.
> You hit the Cold hound.
> You have slain the Cold hound.
> You hit the Cold hound.
> You have slain the Cold hound.
> You hit the Cold hound.
> You have slain the Cold hound.
> The Cold hound breathes frost.
> You are no longer resistant to acid.
> You are no longer resistant to electricity.
> You are no longer resistant to fire.
> You are no longer resistant to cold.
> You are no longer resistant to poison.
> You hit the Cold hound.
> You have slain the Cold hound.

Killed by Ripe Old Age.

  [Character Equipment]

a) The Long Sword 'Ringil' (4d5) (+22,+25) (+10 speed)
     +10 speed.
     Provides resistance to cold, fear, light.
     Cannot be harmed by acid, electricity, fire, cold.
     Blessed by the gods.
     Slows your metabolism.
     Speeds regeneration.
     Prevents paralysis.
     Grants the ability to see invisible things.
     When activated, it creates a frost ball with damage 100.
     It takes 40 turns to recharge after use.
     Radius 1 light.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 88 against evil creatures, 100
     against trolls, 100 against undead, 100 against frost-vulnerable
     creatures, 124 against demons, and 76 against normal creatures.
b) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10)
     +10 speed.
     Provides resistance to fire.
     Cannot be harmed by acid, electricity, fire, cold.
c) The Ring of Power 'Nenya' (+8,+8) (+2)
     +2 strength, intelligence, wisdom, dexterity, constitution, 
     charisma, speed.
     Provides immunity to cold.
     Provides resistance to cold, blindness.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains intelligence, wisdom, constitution.
     Feather Falling.
     Speeds regeneration.
     Prevents paralysis.
     Stops experience drain.
     Grants telepathy.
     Grants the ability to see invisible things.
     When activated, it restores your experience to full.
     It takes 200 turns to recharge after use.
d) The Ring of Power 'Vilya' (+10,+10) (+3) (charging)
     +3 strength, intelligence, wisdom, dexterity, constitution, 
     charisma, speed.
     Provides immunity to lightning.
     Provides resistance to lightning, poison, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains intelligence, dexterity, constitution.
     Slows your metabolism.
     Feather Falling.
     Speeds regeneration.
     Prevents paralysis.
     Stops experience drain.
     Grants telepathy.
     Grants the ability to see invisible things.
     When activated, it heals 1000 hit points.
     It takes 200 turns to recharge after use.
e) The Elfstone 'Elessar' (+7,+7) [+10] (+2) (charging)
     +2 strength, wisdom, charisma, speed.
     Provides resistance to fire, poison, fear.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it heals 500 hit points.
     It takes 200 turns to recharge after use.
f) The Arkenstone of Thrain
     Provides resistance to light, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     Stops experience drain.
     Grants the ability to see invisible things.
     When activated, it detects treasure, objects, traps, doors, stairs, 
     e3 light.
g) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4)
     +4 strength, charisma.
     Provides resistance to acid, lightning, fire, cold, dark, 
     disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it removes all non-unique monsters represented by 
     a chosen symbol from the level, dealing you damage in the process.
     It takes 500 turns to recharge after use.
h) an Ethereal Cloak of Protection [0,+28]
     Provides resistance to shards.
     Cannot be harmed by acid, electricity, fire, cold.
i) The Small Metal Shield of Thorin [3,+20] (+4)
     +4 strength, constitution.
     Provides immunity to acid.
     Provides resistance to fear, sound, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
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) The Set of Leather Gloves 'Cambeleg' (+3,+2) [1,+10] (+2)
     +2 strength, constitution.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
l) The Pair of Steel Shod Boots of Thror [6,+20] (+3)
     +3 strength, constitution, speed.
     Provides resistance to fear.
     Cannot be harmed by acid, electricity, fire, cold.


  [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) 4 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) 3 Books of Magic Spells [Mordenkainen's Escapes]
     Cannot be harmed by acid, electricity, fire, cold.
g) 3 Books of Magic Spells [Tenser's Transformations]
     Cannot be harmed by acid, electricity, fire, cold.
h) 12 Copper Speckled Potions of Cure Critical Wounds
i) a Gold Speckled Potion of Life
     It can be thrown at creatures with damaging effect.
j) a Scroll titled "veneus" of Deep Descent
k) a Scroll titled "cui discolon" of Protection from Evil
l) 3 Scrolls titled "cas plactor" of *Destruction*
m) 2 Molybdenum Rods of Magic Mapping (1 charging)
n) 2 Bronze Rods of Healing (2 charging)
     Cannot be harmed by electricity.
o) a Tin Rod of Restoration
     Cannot be harmed by electricity.
p) a Silver-Plated Rod of Teleport Other (charging)
q) a Balsa Staff of Healing (0 charges)
r) 2 Eucalyptus Staffs of Holiness (0 charges)
s) an Ashen Staff of the Magi (0 charges)
t) a Mace of Venom (2d4) (+14,+8)
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 62 against poison-vulnerable
     creatures, and 52 against normal creatures.


  [Home Inventory]

a) a Topaz Ring of Damage (+0,+11)
b) a Granite Ring of Slaying (+9,+8)
c) The Necklace of the Dwarves (+3)
     +3 strength, constitution, infravision.
     Provides resistance to fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Speeds regeneration.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
     Radius 1 light.
d) 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.
e) The Metal Brigandine Armour of the Rohirrim [20,+8] (+2)
     +2 strength, dexterity.
     Provides resistance to acid, lightning, fire, cold, fear, 
     confusion, sound.
     Cannot be harmed by acid, electricity, fire, cold.
     
f) The Leather Scale Mail 'Thalkettoth' (-1) [10,+24] (+3)
     +3 dexterity, speed.
     Provides resistance to acid, shards.
     Cannot be harmed by acid, electricity, fire, cold.
     
g) The Hard Leather Cap of Thranduil [2,+6] (+2)
     +2 intelligence, wisdom.
     Provides resistance to blindness.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.
     
h) The Steel Helm of Hammerhand [6,+20] (+3)
     +3 strength, dexterity, constitution.
     Provides resistance to acid, cold, dark, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, dexterity, constitution.
     Aggravates creatures nearby.
     
i) a Pair of Iron Shod Boots of Speed [3,+9] (+9)
     +9 speed.
     
j) The Glaive of Pain (9d6) (+0,+30)
     Provides resistance to fear.
     Cannot be harmed by acid, electricity, fire, cold.
     
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 100.5 against normal creatures.
k) The Great Hammer of Aule (9d3) (+17,+19) [+3] (+4)
     +4 wisdom, tunneling.
     Provides resistance to acid, lightning, fire, cold, fear, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 94 against evil creatures, 112
     against demons, 112 against undead, 112 against acid-vulnerable
     creatures, 148 against dragons, and 76 against normal creatures.
l) The Long Bow of Bard (x3) (+17,+19) (+2)
     +2 dexterity, speed, shooting power.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     
m) 22 Bolts of Slay Dragon (1d5) (+4,+13)
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 270 against
     dragons, 270 against fire-vulnerable creatures, and 90 against
     normal creatures.
     25% chance of breaking upon contact.
n) 15 Bolts of Slay Evil (1d5) (+6,+11)
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 168 against
     evil creatures, 252 against fire-vulnerable creatures, and 84
     against normal creatures.
     25% chance of breaking upon contact.
o) 25 Bolts of Slay Demon (1d5) (+7,+5)
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 198 against
     demons, 198 against fire-vulnerable creatures, and 66 against
     normal creatures.
     25% chance of breaking upon contact.
p) 25 Bolts of Slay Evil (1d5) (+5,+8)
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 150 against
     evil creatures, 225 against fire-vulnerable creatures, and 75
     against normal creatures.
     25% chance of breaking upon contact.


  [Options]

Maximize effect of race/class bonuses        : yes (adult_maximize)
Randomize some of the artifacts (beta)       : no  (adult_randarts)
Restrict the use of stairs/recall            : no  (adult_ironman)
Restrict the use of stores/home              : no  (adult_no_stores)
Restrict creation of artifacts               : no  (adult_no_artifacts)
Don't stack objects on the floor             : no  (adult_no_stacking)
Lose artifacts when leaving level            : no  (adult_no_preserve)
Don't generate connected stairs              : yes (adult_no_stairs)
Adult: Monsters chase current location       : yes (adult_ai_sound)
Adult: Monsters chase recent locations       : yes (adult_ai_smell)
Adult: Monsters act smarter in groups        : yes (adult_ai_packs)
Adult: Monsters learn from their mistakes    : no  (adult_ai_learn)
Adult: Monsters exploit players weaknesses   : no  (adult_ai_cheat)
Adult: Monsters behave more intelligently (broken): no  (adult_ai_smart)
Score: Peek into object creation             : no  (score_peek)
Score: Peek into monster creation            : no  (score_hear)
Score: Peek into dungeon creation            : no  (score_room)
Score: Peek into something else              : no  (score_xtra)
Score: Know complete monster info            : no  (score_know)
Score: Allow player to avoid death           : no  (score_live)



Posted on 13.1.2009 19:58
Last updated on 21.1.2009 19:34

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4. on the Competition No.63 Ladder (of 45)

Comments

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On 13.1.2009 19:58 ShieTar wrote:
My fourth try at this competition.

Finally feels like I'm going somewhere. Nice bow, nice shoes (Considering I haven't been below 1000'), and now a decent Melee Weapon too.

I'm heading for Stat Gain next, let's hope I don't go overconfident. Or dead.

On 14.1.2009 20:26 ShieTar wrote:
So, I'm quiet the Grave-Digger now, what with my shovel giving me 3 blows against 1 with just about any other weapon. Also, it seems Boots of Speed have gotten more common. Or am I just lucky to find my second set at 1500' already?

On 18.1.2009 20:55 ShieTar wrote:
Just killed the Balrog of Moria and about 80 of his lesser Minions. Found all three Rings of Power (also Tulkas) on this Level. Guess I should be ready to take on Sauron by now. Not that a few more turns will change much about my chances in the competition either way. I'm a compulsive Artifact-Collector, I guess.

On 18.1.2009 21:18 Pete Mack wrote:
Drop some magic books--you shouldn't need more than 1 dungeon book and 2 or 3 town books. It will get you +1 speed.

And go kill M and S already. This is a way overpowered character, except that you haven't been storing up the various healing potions for the final battle.



On 18.1.2009 21:44 ShieTar wrote:
1 Dungeon Book? I definitly won't feel comfortable without Scarabtarices for Resistances & Mordenkainen's as a means to escape. Tenser is somewhat pointless, thats true. And I guess I could drop the Beginners Book and just detect with Thrain.

But being overpowered, thats just my kind of game. I always liked the epic side of RPGs, I need some time at the end where I can feel truly invincible. And after about 10 years of playing almost exclusivly ZAngband, I like the fact that I can actually achieve that state in Vanilla. Caught me a bit by surprise.

But yeah, if it makes you happy, I'll go make myself a Sauro-Sandwich already.

On 19.1.2009 01:49 Pete Mack wrote:
I mean, 1 each dungeon book, not 1 total. You don't need more gold, and the extra books are heavy. (Your character is theftproof, so you don't have to worry about losing books.)



On 20.1.2009 08:38 ShieTar wrote:
Oh, right, one copy of each. You're right, I was just to lazy to clean up my inventory on a regular basis.

Anyway, killing Sauron was simple enough, but I tried Morgoth, and I don't have nearly enough *Healing* to go through with it. I guess I will nead 10 to 15, or 99 Healing. Nether-Resistance would probably also be a good Idea.

On 20.1.2009 15:51 drchung wrote:
Looking like you got a sweet kit there. I think it is definitely sufficient to take down Morgoth in melee.

Ever taken down Morgoth before? It is nice to have that many *Healing* potions, but it is possible to take him down with less. One thing to always keep in mind is that you can teleport him away to get a breather or to destruct away summons, and he will invariably tunnel his way back to you. Also, once you start melee for him, the scenery will get pretty chewed up, so you can also take a break (from his melee wounds, assuming your hp is > 650) by phase door away.
That said, you'll definitely need some to deal with the manastorms.


I wouldn't worry too much about nether resistance-- it doesn't always provide much damage reduction anyway, and nether doesn't have other negative effects for your character.

On 20.1.2009 19:02 ShieTar wrote:
Well I started to melee him, and lost about 200-300 Damage per Turn, so Cure Criticals were useless. I could phasse door to drink more than one, but my HP is below 650 in two turns melee, so that will take forever. Also he lost only 10% HP (1 Asterisk) in 10 turns of melee.

On 20.1.2009 20:19 Pete Mack wrote:
With all that speed, you don't need Cubragol. Too bad you don't have a big ego xbow to use up the Slay Evil ammo....

On 20.1.2009 21:06 ShieTar wrote:
Shooting is pointless anyways, he just summons stuff to stand in my way.

On 20.1.2009 21:14 drchung wrote:
Actually, shooting is not so bad, I had a kobold rogue (Cuddle4) take down Morgoth by shooting. Summons aren't too bad-- either teleport or use TA on Morgoth, and *destruct* any summons that annoy you (of course the details of how you do that matter quite a bit). I do know that there are folks who personally don't like to put up with that amount of micromanagement and rather a boot (or Grond) to the head instead.

On 21.1.2009 19:34 ShieTar wrote:
Ok, it worked. Used 5 Heal, one *Heal* and Life, Elessar and Vilya, and in the end about 40 criticals after phasing.

Yay me. And a rather quick win for my playstyle, I've never beaten Z in less than 2 month, and now V in less than 2 weeks (about 2 hours per day).

I think I'll stay with V for a while and try some other classes.

On 21.1.2009 20:02 drchung wrote:
Congratulations!

On 21.1.2009 22:52 Pete Mack wrote:
Congrats!

BTW: Kobold Rogue is one of the most fun V combos IMO. And yes, I noticed a lot more speed boots, though I haven't found any better than +4. (+1 boots are worth a lot of cash, at least.)



On 21.1.2009 23:39 ShieTar wrote:
Yeah, I guess that pair of +9 was extremely lucky, I never found annother pair above +4 for the rest of the game either.

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