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The Angband Ladder: NewSmeg I, High-Elf Rogue by Magnate

  [Angband 3.1.1 dev Character Dump]

 Name   NewSmeg I                                Self  RB  CB  EB   Best
 Sex    Male         Age            127   STR:  18/10  +1  +2  +0  18/40
 Race   High-Elf     Height          87   INT:     18  +3  +1  +3  18/70
 Class  Rogue        Weight         187   WIS:     12  -1  -2  +3     12
 Title  Filcher      Social   Respected   DEX:     18  +3  +3  +9 18/150
 HP     -105/295     Maximize         Y   CON:     13  +1  +1  +1     16
 SP     33/37                             CHR:     11  +5  -1  +6  18/30


 Level               29   Armor    [32,+88]     Saving Throw         78%
 Cur Exp         165722   Fight   (+33,+25)     Stealth           Heroic
 Max Exp         165722   Melee   (+50,+35)     Fighting          Heroic
 Adv Exp         168750   Shoot   (+49,+12)     Shooting          Heroic
 MaxDepth   3400' (L68)   Blows      6/turn     Disarming           100%
 Turns           263871   Shots      2/turn     Magic Device      Heroic
 Gold            226249   Infra       70 ft     Perception        1 in 1
 Burden       150.8 lbs   Speed           6     Searching            60%

 You are the only child of a Telerin Archer.  You have light blue 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:.............


  [Last Messages]

> You feel something roll beneath your feet.
> You have found 152 gold pieces worth of gold.
> You have found 252 gold pieces worth of garnets and opals.
> You have found 72 gold pieces worth of silver.
> You have found 150 gold pieces worth of gold.
> You have no room for a Beaked Axe (2d6).
> The air about you becomes charged...
> You have a Scroll titled "harnin hatrus" of Word of Recall {!r!d!k!v} (i).
> You drop a Scroll titled "harnin hatrus" of Word of Recall {!r!d!k!v} (i).
> You have no more Scroll titled "harnin hatrus" of Word of Recall {!r!d!k!v}
(i).
> You have a Beaked Axe (2d6) (u).
> You are no longer resistant to fire.
> It blinks away.
> The Phoenix breathes fire.
> You die.

Killed by The Phoenix.

  [Character Equipment]

a) The Whip of Armel (5d3) (+17,+10) [+3] (+1) (charging) {!t!d!k!v}
     +1 constitution, stealth, attack speed.
     Provides resistance to cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Blessed by the gods.
     Speeds regeneration.
     When activated, it puts you in a berserker rage for d50+50 turns.
     It takes 129 to 256 turns to recharge after use at your current
     speed.
     Radius 1 light.
     With this weapon, you would currently get 6 blows per round.  Each
     blow will do an average damage of 57.2 against evil creatures, 
     67.9 against orcs, 67.9 against giants, 89.3 against dragons, 89.3
     against demons, 89.3 against undead, and 46.5 against normal
     creatures.
     
     With this item, you can expect to clear rubble in 2.4 turns, magma
     veins in 5.4 turns, quartz veins in 13 turns, and granite in 37 
     turns.
b) a Long Bow of Extra Shots (x3) (+16,+12) (+1)
     +1 shooting speed.
c) a Diamond Ring of Damage (+0,+11) {@w0}
d) a Diamond Ring of Damage (+0,+11)
e) a Tortoise Shell Amulet of Searching (+5)
     +25%  to searching.
f) a Lantern (14143 turns)
     Cannot be harmed by fire.
     Radius 2 light.
g) The Augmented Chain Mail of Lobed (-2) [16,+26] (+3)
     +3 dexterity, stealth, speed.
     Provides immunity to cold.
     Provides resistance to acid, lightning, fire, light.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains intelligence.
h) The Cloak 'Nelorod' [1,+9] (+3)
     +3 intelligence, infravision.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it creates a frost bolt with damage 6d8.
     It takes 12 to 22 turns to recharge after use at your current
     speed.
i) a Wicker Shield of Resist Lightning [2,+9]
     Provides resistance to lightning.
     Cannot be harmed by electricity.
j) The Steel Helm of Ormor [6,+15] (+3)
     +3 wisdom, dexterity, charisma.
     Provides resistance to lightning.
     Cannot be harmed by acid, electricity, fire, cold.
k) The Set of Leather Gloves 'Feilya' [1,+7]
     Provides resistance to cold, dark, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it creates a frost bolt with damage 6d8.
     It takes 12 to 24 turns to recharge after use at your current
     speed.
l) The Pair of Steel Shod Boots of Guing [6,+19] (+3)
     +3 dexterity, charisma, stealth, tunneling, speed.
     Provides resistance to fire, fear, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains intelligence.
     Speeds regeneration.
     Prevents paralysis.
     Grants telepathy.
     
     With this item, you can expect to clear rubble in 2.4 turns, magma
     veins in 5.4 turns, quartz veins in 13 turns, and granite in 37 
     turns.


  [Character Inventory]

a) a Book of Magic Spells [Magic for Beginners] {@m1@b1@G1!d!k!v}
b) 9 Metallic Green Potions of Cure Critical Wounds
c) a Pungent Potion of Restore Mana
d) a Dark Red Potion of Enlightenment
e) 8 Light Blue Potions of Heroism
f) 17 Scrolls titled "poca haldurum" of Phase Door {@r1}
g) a Scroll titled "tum placub" of Teleport Level
h) 16 Scrolls titled "nithonio pol" of Treasure Detection
i) 3 Scrolls titled "co laccer ex" of Holy Prayer
j) a Scroll titled "citubio prueus" of *Destruction*
k) a Tin-Plated Rod of Light {!! @z1}
l) a Tungsten Wand of Teleport Other (7 charges) {@a1!d!k!v}
m) 2 Locust Staves of *Destruction* (6 charges)
n) a Sycamore Staff of Mapping (4 charges) {@u2}
o) a Mahogany Staff of Healing (3 charges) {!u!d!k!v}
p) a Maple Staff of Teleportation (3 charges) {!u!d!k!v}
q) a Spruce Staff of Speed (6 charges) {!u!d!k!v}
r) a Walnut Staff of Identify (11 charges) {@u1}
s) a Jasper Ring of Delving (+3) (charging) {!! @w0}
     +3 tunneling.
     When activated, it turns rock into mud.
     It takes 27 to 56 turns to recharge after use at your current
     speed.
     
     With this item, you can expect to clear rubble in 1.3 turns, magma
     veins in 3.0 turns, quartz veins in 6.5 turns, and granite in 16 
     turns.
t) a Driftwood Amulet of Devotion (+3)
     +3 wisdom, charisma.
     Provides resistance to fire, light, dark.
     Sustains wisdom, charisma.
     Stops experience drain.
     Radius 1 light.
u) a Beaked Axe of Acid (2d6) (+8,+7) (squelch)
     Provides resistance to acid.
     Cannot be harmed by acid.
     With this weapon, you would currently get 4 blows per round.  Each
     blow will do an average damage of 56.3 against acid-vulnerable
     creatures, and 40.7 against normal creatures.
     
     With this item, you can expect to clear rubble in 2.0 turns, magma
     veins in 4.5 turns, quartz veins in 10 turns, and granite in 28 
     turns.
v) 17 Arrows of Slay Dragon (1d4) (+9,+9)
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 219.9 against
     dragons, and 73.3 against normal creatures.
     35% chance of breaking upon contact.
w) 18 Arrows of Slay Giant (1d4) (+7,+11) {@f1}
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 238.7 against
     giants, and 79.5 against normal creatures.
     35% chance of breaking upon contact.


  [Home Inventory]

a) 5 Books of Magic Spells [Magic for Beginners] {@m1@b1@G1!d!k!v}
b) a Book of Magic Spells [Conjurings and Tricks] {@m2@b2@G2!d!k!v}
c) 3 Books of Magic Spells [Incantations and Illusions] {@m3@b3@G3!d!k!v}
d) a Book of Magic Spells [Sorcery and Evocations] {@m4@b4@G4!d!k!v}
e) 3 Books of Magic Spells [Resistances of Scarabtarices] {@m5@b5@G5!d!k!v}
     Cannot be harmed by acid, electricity, fire, cold.
     
f) 31 Metallic Green Potions of Cure Critical Wounds
     
     When ingested, it heals you a large amount (1/4 of your wounds, mi
     nimum 30HP), heals cut damage, and cures stunning, poisoning, blin
     dness, and confusion.
     Provides nourishment for about 75 turns under normal conditions.
g) 3 Clear 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.
h) a Pungent Potion of Restore Mana
     When ingested, it restores your mana points to maximum.
i) a Clotted Red Potion of Speed
     When ingested, it hastens you for 2d10+20 turns.
j) 52 Light Blue Potions of Heroism
     When ingested, it restores 10 hit points, removes fear and grants 
     you resistance to fear and +12 to-hit for 1d25+25 turns.
k) a Smoky Potion of Berserk Strength
     When ingested, it restores 30 hit points, removes fear and grants 
     you resistance to fear, +12 to-hit, and -10AC for 1d25+25 turns.
l) 26 Scrolls titled "poca haldurum" of Phase Door {@r1}
     When read, it teleports you randomly up to 10 squares away.
m) 60 Scrolls titled "for pragoro" of Identify
     When read, it reveals to you the extent of an item's magical power
     s.
n) 6 Scrolls titled "harnin hatrus" of Word of Recall {!r!d!k!v}
     When read, it returns you from the dungeon or takes you to the dun
     geon after a short delay.
o) 11 Scrolls titled "loraur ohta" of Recharging
     When read, it tries to recharge a wand or staff, destroying the wa
     nd or staff on failure.
p) 49 Scrolls titled "idrantio culeb" of Holy Chant
     When read, it increases your AC and to-hit bonus for 1d24+12 turns.
q) a Scroll titled "citubio prueus" 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.
r) 2 Tungsten Wands of Teleport Other (16 charges) {@a1!d!k!v}
     
     When aimed, it teleports a target monster away.
s) a Locust Staff of *Destruction* (2 charges)
     
     When used, it destroys an area around you in the shape of a circle 
     radius 15, and blinds you for 1d10+10 turns.
t) a Maple Staff of Teleportation (7 charges) {!u!d!k!v}
     
     When used, it teleports you randomly up to 100 squares away.
u) 2 Spruce Staves of Speed (11 charges) {!u!d!k!v}
     
     When used, it hastens you for 2d10+20 turns.
v) a Willow Staff of Remove Curse (5 charges) (squelch)
     
     When used, it removes all ordinary curses from all equipped items.
w) The Phial of Reglir (+4)
     +4 dexterity.
     Provides resistance to fear, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains wisdom.
     Prevents paralysis.
     Aggravates creatures nearby.
     
     When activated, it lights up the surrounding area, hurting light-s
     ensitive creatures.
     It takes 17 to 32 turns to recharge after use at your current
     speed.
     Radius 3 light.
x) a Fur Cloak of the Magi [3,+13] (+1)
     +1 intelligence, stealth.
     Cannot be harmed by acid.
     Sustains intelligence.
     Prevents paralysis.
     


  [Options]

Maximize effect of race/class bonuses        : yes (adult_maximize)
Randomize some of the artifacts (beta)       : yes (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              : no  (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 19.2.2009 23:51
Last updated on 23.2.2009 11:58

Download this dump

7931. on the Ladder (of 12542)
2503. on the Angband Ladder (of 3677)
4. for this player (out of 9)

Comments

Jump to latest

On 19.2.2009 23:51 Magnate wrote:
Fun with randarts!!

On 20.2.2009 04:05 PowerDiver wrote:
But no fun with damage rings :(

On 20.2.2009 20:01 AceRimmer wrote:
Love the name!

On 21.2.2009 17:57 Magnate wrote:
Now *that* was satisfying:

You have destroyed Adunaphel the Quiet.
Welcome to level 22.
Welcome to level 23.
Welcome to level 24.
Welcome to level 25.
Welcome to level 26.

That whip, a +11 ring of damage, and a staff of speed ....

On 22.2.2009 23:31 Magnate wrote:
Two questions:

1. Can I take Saruman, right now? He's coming for me ....

2. Is the =flames better than the =+9dam? It's better for non-fire-resistant monsters which are not covered by any of the slays on the whip - but how many of those are there?? I suspect the =dam is better.

On 23.2.2009 02:28 Pete Mack wrote:
Surely you are deep enough that carrying Resistances is a winning idea?

On 23.2.2009 10:14 Magnate wrote:
Not really. I can still only cast the first two spells, and I'm immune to cold, so it's effectively a whole inv slot just for double fire resist. Once I can cast rpois I'll definitely carry it.

On 23.2.2009 11:58 Magnate wrote:
Well thanks Pete - killed for want of double fire resistance!! Though I had just drunk !rfire, which had run out a few turns before. Stupidly I phased next to the Phoenix instead of teleporting it away. That's my second diver killed by fire - I'll pay more attention to double resists in future.

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