The Angband Ladder: Elen II, Kobold Rogue by drchung

  [Angband 3.1.0 beta Character Dump]

 Sex    Female       Age             20   STR:  18/58  -1  +2 +11 18/178
 Race   Kobold       Height          39   INT:  18/51  -1  +1  +0  18/51
 Class  Rogue        Weight          65   WIS:     14  +0  -2  +0     12
 Title  Thief        Social       Liked   DEX:  18/75  +2  +3  +7 18/195
 HP     850/850      Maximize         Y   CON:  18/18  +2  +1 +16 18/208
 SP     63/63                             Chr:     15  -2  -1  +0     12      3


 Level               41   Armor   [37,+138]     Saving Throw         70%
 Cur Exp        1848147   Fight   (+26,+13)     Stealth           Heroic
 Max Exp        1859796   Melee   (+36,+33)     Fighting       Legendary
 Adv Exp        2100000   Shoot   (+46,+22)     Shooting          Heroic
 MaxDepth   4850' (L97)   Blows      5/turn     Disarming           100%
 Turns           229898   Shots      2/turn     Magic Device      Superb
 Gold            362695   Infra       70 ft     Perception        1 in 1
 Burden       155.8 lbs   Speed          24     Searching            57%

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


  [Character Equipment]

a) The Great Axe of Durin (4d4) (+10,+20) [+15] (+3)
     +3 strength, constitution, tunneling.
     Provides resistance to acid, fire, fear, light, dark, confusion, 
     chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 63 against orcs, 63 against
     trolls, 63 against demons, 63 against acid-vulnerable creatures, 
     63 against fire-vulnerable creatures, 83 against dragons, and 43
     against normal creatures.
b) The Long Bow 'Belthronding' (x3) (+20,+22) (+1)
     +1 dexterity, stealth, speed, shooting speed.
     Provides resistance to disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
c) a Corundum Ring of Speed (+11)
     +11 speed.
d) a Malachite Ring of Constitution (+4)
     +4 constitution.
     Sustains constitution.
e) a Carved Oak Amulet of Trickery (+2)
     +2 dexterity, stealth, searching, infravision, speed.
     Provides resistance to poison, nexus.
     Sustains dexterity.
f) 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.
g) The Full Plate Armour of Isildur [26,+25] (+1)
     +1 constitution.
     Provides resistance to acid, lightning, fire, cold, confusion, 
     sound, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
h) The Cloak 'Colannon' [1,+15] (+3)
     +3 stealth, speed.
     Provides resistance to nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it teleports you randomly up to 100 squares away.
     It takes 45 turns to recharge after use.
i) The Small Metal Shield of Thorin [3,+25] (+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 Iron Helm of Dor-Lomin [5,+20] (+4)
     +4 strength, dexterity, constitution.
     Provides resistance to acid, lightning, fire, cold, fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.
     Grants the ability to see invisible things.
     Radius 1 light.
k) The Set of Leather Gloves 'Cammithrim' [1,+10]
     Provides resistance to light.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains constitution.
     Prevents paralysis.
     When activated, it fires a magic missile with damage 3d4.
     It takes 2 turns to recharge after use.
     Radius 1 light.
l) a Pair of Leather Sandals of Speed [1,+14] (+7)
     +7 speed.


  [Character Inventory]

a) 3 Books of Magic Spells [Incantations and Illusions]
b) a Book of Magic Spells [Resistances of Scarabtarices]
     Cannot be harmed by acid, electricity, fire, cold.
c) a Book of Magic Spells [Mordenkainen's Escapes]
     Cannot be harmed by acid, electricity, fire, cold.
d) a Book of Magic Spells [Tenser's Transformations]
     Cannot be harmed by acid, electricity, fire, cold.
e) 7 Copper Speckled Potions of Cure Critical Wounds
f) 10 Scrolls titled "mulum nus co" of Teleport Level
g) a Silver-Plated Rod of Teleport Other
h) a Steel-Plated Rod of Recall
     Cannot be harmed by electricity.
i) an Aluminum-Plated Rod of Identify
     Cannot be harmed by electricity.
j) a Rusty Rod of Speed
     Cannot be harmed by electricity.
k) 2 Tungsten Wands of Stone to Mud (1 charge)
l) 2 Locust Staffs of *Destruction* (3 charges)
m) 2 Oak Staffs of Mapping (7 charges)
n) 3 Silver Staffs of Speed (3 charges)
o) 15 Seeker Arrows of Flame (4d4) (+15,+18)
     Cannot be harmed by fire.
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 450 against
     fire-vulnerable creatures, and 150 against normal creatures.
     35% chance of breaking upon contact.
p) 24 Seeker Arrows of Flame (4d4) (+17,+15)
     Cannot be harmed by fire.
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 423 against
     fire-vulnerable creatures, and 141 against normal creatures.
     35% chance of breaking upon contact.
q) 20 Seeker Arrows of Frost (4d4) (+8,+11)
     Cannot be harmed by cold.
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 387 against
     frost-vulnerable creatures, and 129 against normal creatures.
     35% chance of breaking upon contact.


  [Home Inventory]

a) 3 Puce Potions of Healing
     When ingested, it heals you a really large amount (35% of max HP, 
     minimum 300HP), heals cut damage, and cures stunning, poisoning, b
     lindness, and confusion.
     Provides nourishment for about 100 turns under normal conditions.
b) 2 Gold Speckled Potions of Life
     When ingested, it restores 5000 hit points, restores experience an
     d stats, heals cut damage, and cures stunning, poison, blindness, 
     and confusion.
     It can be thrown at creatures with damaging effect.
c) 2 Dark Blue Potions of Restore Mana
     When ingested, it restores your mana points to maximum.
d) a Grey Speckled Potion of Speed
     When ingested, it hastens you for 2d10+20 turns.
e) 8 Scrolls titled "hununus curo" of Teleportation
     When read, it teleports you randomly up to 100 squares away.
f) 12 Scrolls titled "modo exciaego" of Recharging
     When read, it tries to recharge a wand or staff, destroying the wa
     nd or staff on failure.
g) a Scroll titled "cas plactor" of *Destruction*
     When read, it destroys an area around you in the shape of a circle 
     radius 15, and blinds you for 1d10+10 turns.
h) 2 Ashen Staffs of the Magi (6 charges)
     When used, it restores both intelligence and manapoints to maximum.
i) a Jet Ring of Acid [+19]
     Provides resistance to acid.
     Cannot be harmed by acid.
     
     When activated, it grants acid resistance for d20+20 turns and cre
     ates an acid ball of damage 70.
     It takes d50+50 turns to recharge after use.
j) The Amulet of Ingwe (+3)
     +3 intelligence, wisdom, charisma, infravision.
     Provides resistance to acid, lightning, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
     When activated, it deals five times your level's damage to all evi
     l creatures that you can see.
     It takes 50 turns to recharge after use.
k) The Palantir of Westernesse (+2)
     +2 intelligence, wisdom, searching, infravision.
     Provides resistance to blindness, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.
     Grants the ability to see invisible things.
     Aggravates creatures nearby.
     Drains experience.
     
     When activated, it maps the entire level and detects objects, trap
     s, doors, and stairs.
     It takes 50 turns to recharge after use.
     Radius 3 light.
l) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3)
     +3 intelligence, wisdom, constitution.
     Provides resistance to acid, poison, confusion.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it destroys all traps and doors surrounding you.
     It takes 10 turns to recharge after use.
m) 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.
n) The Large Metal Shield of Anarion [5,+20]
     Provides resistance to acid, lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, intelligence, wisdom, dexterity, constitution, 
     charisma.
     
o) 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 59 against evil creatures, 71
     against trolls, 71 against undead, 71 against frost-vulnerable
     creatures, 95 against demons, and 47 against normal creatures.
p) The Bastard Sword 'Calris' (5d4) (-7,+20) (+5) {cursed}
     Heavily cursed.
     +5 constitution.
     Provides resistance to disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     Aggravates creatures nearby.
     
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 55 against evil creatures, 67.5
     against trolls, 67.5 against demons, 92.5 against dragons, and 
     42.5 against normal creatures.
q) The Pick of Erebor (3d4) (+5,+20) (+5)
     +5 strength, constitution, tunneling.
     Provides resistance to light, dark, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength.
     
     Radius 1 light.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 57.5 against orcs, 57.5 against
     trolls, 57.5 against demons, 57.5 against acid-vulnerable
     creatures, and 42.5 against normal creatures.
r) a Heavy Crossbow of Power (x4) (+11,+26)
s) 22 Seeker Bolts of Acid (4d5) (+10,+15)
     Cannot be harmed by acid.
     
t) 31 Seeker Bolts of Lightning (4d5) (+12,+13)
     Cannot be harmed by electricity.
     
u) 27 Seeker Arrows of Slay Demon (4d4) (+17,+17)
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 441 against
     demons, and 147 against normal creatures.
     35% chance of breaking upon contact.
v) 27 Seeker Arrows of Slay Giant (4d4) (+12,+19)
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 459 against
     giants, and 153 against normal creatures.
     35% chance of breaking upon contact.
w) 23 Seeker Arrows of Slay Animal (4d4) (+8,+16)
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 288 against
     animals, and 144 against normal creatures.
     35% chance of breaking upon contact.
x) 25 Mithril Arrows of Wounding (3d4) (+20,+19)
     Cannot be harmed by acid, fire.
     
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 145.5 against
     normal creatures.
     35% 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 24.1.2009 22:22

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8011. on the Ladder (of 18931)
3440. on the Angband Ladder (of 6478)
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Comments

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On 24.1.2009 22:22 drchung wrote:
Well, did a stupid thing-- managed to get all of my first spellbooks burned. Thought, no problem (think Fozzie Bear's voice), and turns out that there are none in the magic store. And I've sold many many copies of the high level books, so buying out the magic store is not really feasible right now.

Sigh. On the bright side, my kit is shaping up pretty well. Should probably smack Sauron soon.

On 24.1.2009 22:29 Pete Mack wrote:
Reminds me of a song by Eddie Grove...

All I wanna do
is have some !Con
I got a feelin'
I'm not the only one.



On 24.1.2009 22:41 PowerDiver wrote:
I inspired it, with a post ro rgra, but credit the song to Nick!

http://angband.oook.cz/fun/sheryl.php

The rgra post was http://groups.google.com/group/rec.games.roguelike.angband/browse_thread/thread/ddabc07861af7f50/8186049c890c4fc9?lnk=gst&q=all+I+wanna+do#8186049c890c4fc9


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