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The Angband Ladder: snow pants, High-Elf Rogue by smee

  [Angband 3.1.1 dev (r1266) Character Dump]

 Name   snow pants                               Self  RB  CB  EB   Best
 Sex    Male         Age            106   STR! 18/100  +1  +2  +0 18/130
 Race   High-Elf     Height          94   INT:  18/40  +3  +1  +1  18/90
 Class  Rogue        Weight         170   WIS:  18/20  -1  -2  +2  18/10
 Title  Rogue        Social      Lordly   DEX:  18/30  +3  +3  +3 18/120
 HP     829/829      Maximize         Y   CON! 18/100  +1  +1  +9 18/210
 SP     23/109                            Chr:  18/10  +5  -1  +3  18/80  18/50


 Level               40   Armor   [35,+147]     Saving Throw         91%
 Cur Exp        2571564   Fight   (+26,+16)     Stealth           Heroic
 Max Exp        2571564   Melee   (+39,+29)     Fighting       Legendary
 Adv Exp        2812500   Shoot   (+39,+17)     Shooting          Heroic
 MaxDepth   4950' (L99)   Blows      4/turn     Disarming           100%
 Turns          1859202   Shots      2/turn     Magic Device      Heroic
 Gold            621857   Infra       40 ft     Perception        1 in 1
 Burden       210.5 lbs   Speed          12     Searching            70%

 You are the only child of a Telerin Mage.  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 Two-Handed Great Flail of Arnin (3d6) (+13,+13) [+10] (+4) {@w0}
     +4 stealth.
     +20%  to searching.
     Provides resistance to fear, dark, confusion.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, intelligence.
     Grants the ability to see invisible things.
     With this weapon, you would currently get 4 blows per round.  Each
     blow will do an average damage of 67.9 against orcs, 67.9 against
     giants, 67.9 against dragons, 92.3 against undead, and 43.6
     against normal creatures.
     
     With this item, you can expect to clear rubble in 2.1 turns, magma
     veins in 4.8 turns, quartz veins in 11 turns, and granite in 30 
     turns.
b) a Heavy Crossbow of Extra Shots (x4) (+13,+17) (+1)
     +1 shooting speed.
c) a Moonstone Ring of Constitution (+6)
     +6 constitution.
     Sustains constitution.
d) an Opal Ring of Speed (+14)
     +14 speed.
e) The Amulet 'Echoth' (+4,+3) (+2)
     +2 wisdom.
     Provides resistance to acid, fire, fear, light, sound, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains dexterity.
     When activated, it deals five times your level's damage to all evi
     l creatures that you can see.
     It takes 112 to 220 turns to recharge after use at your current
     speed.
f) The Star of Hurufirth
     Cannot be harmed by acid, electricity, fire, cold.
     Speeds regeneration.
     When activated, it maps the area around you.
     It takes 112 to 220 turns to recharge after use at your current
     speed.
     Radius 3 light.
g) The Metal Lamellar Armour of Frodhor (+3,+4) [24,+21] (+3)
     +3 constitution, charisma.
     Provides resistance to lightning, fire, cold, poison, light.
     Cannot be harmed by acid, electricity, fire, cold.
     Feather Falling.
h) a Fur Cloak of Aman [3,+34] (+2 stealth)
     +2 stealth.
     Provides resistance to disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
i) The Leather Shield of Cirda [6,+29]
     Provides resistance to acid, lightning, fire, cold, shards, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     Radius 1 light.
j) a Golden Crown of the Magi [0,+20] (+1)
     +1 intelligence.
     Provides resistance to acid, lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains intelligence.
     Grants telepathy.
k) a Set of Alchemist's Gloves of Thievery (+3,+0) [0,+7] (+3)
     +3 dexterity.
     +15%  to searching.
     Cannot be harmed by acid, electricity, fire, cold.
     Feather Falling.
     Prevents paralysis.
l) The Pair of Leather Boots 'Branestar' [2,+18]
     Provides immunity to acid.
     Provides resistance to lightning, fear, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Feather Falling.


  [Character Inventory]

a) 2 Books of Magic Spells [Magic for Beginners]
b) 3 Books of Magic Spells [Conjurings and Tricks]
c) a Book of Magic Spells [Incantations and Illusions]
d) a Book of Magic Spells [Resistances of Scarabtarices]
     Cannot be harmed by acid, electricity, fire, cold.
e) a Book of Magic Spells [Mordenkainen's Escapes]
     Cannot be harmed by acid, electricity, fire, cold.
f) a Book of Magic Spells [Tenser's Transformations]
     Cannot be harmed by acid, electricity, fire, cold.
g) 21 Light Green Potions of Cure Critical Wounds
h) a Shimmering Potion of Healing
i) 3 Silver Rods of Magic Mapping (1 charging) {@z1}
j) 2 Zirconium Rods of Healing {@z5}
     Cannot be harmed by electricity.
k) a Titanium Rod of Teleport Other {@z0}
l) a Gold-Plated Rod of Speed {@z6}
     Cannot be harmed by electricity.
m) 3 Brass Wands of Teleport Other (2 charges) {@a0}
n) 2 Mahogany Staves of *Destruction* (0 charges)
o) a Willow Staff of Teleportation (4 charges) {@u0}
p) The Fur Cloak 'Nardan' (+9,+5) [3,+18] (+4)
     +4 strength.
     Provides resistance to fear, dark, nether.
     Cannot be harmed by acid, electricity, fire, cold.
     Slows your metabolism.
     When activated, it drains up to 120 hit points of life from a targ
     et creature.
     It takes 88 turns to recharge after use at your current speed.
q) 8 Bolts of Frost (1d5) (+18,+14)
     Cannot be harmed by cold.
     Fired from your current missile launcher, this arrow will hit targets
     up to 140 feet away, inflicting an average damage of 428.4 against
     frost-vulnerable creatures, and 142.8 against normal creatures.
     25% chance of breaking upon contact.
r) 36 Bolts of Venom (1d5) (+9,+7)
     Fired from your current missile launcher, this arrow will hit targets
     up to 140 feet away, inflicting an average damage of 336.9 against
     poison-vulnerable creatures, and 112.3 against normal creatures.
     25% chance of breaking upon contact.
s) 40 Bolts of Flame (1d5) (+6,+5) {@f0}
     Cannot be harmed by fire.
     Fired from your current missile launcher, this arrow will hit targets
     up to 140 feet away, inflicting an average damage of 312 against
     fire-vulnerable creatures, and 104 against normal creatures.
     25% chance of breaking upon contact.
t) 24 Seeker Bolts of Venom (4d5) (+8,+9)
     Fired from your current missile launcher, this arrow will hit targets
     up to 140 feet away, inflicting an average damage of 474.2 against
     poison-vulnerable creatures, and 158.1 against normal creatures.
     25% chance of breaking upon contact.
u) 9 Seeker Bolts of Frost (4d5) (+9,+9)
     Cannot be harmed by cold.
     Fired from your current missile launcher, this arrow will hit targets
     up to 140 feet away, inflicting an average damage of 474.2 against
     frost-vulnerable creatures, and 158.1 against normal creatures.
     25% chance of breaking upon contact.
v) 24 Mithril Bolts of Flame (3d5) (+14,+16)
     Cannot be harmed by acid, fire.
     Fired from your current missile launcher, this arrow will hit targets
     up to 140 feet away, inflicting an average damage of 524.1 against
     fire-vulnerable creatures, and 174.7 against normal creatures.
     25% chance of breaking upon contact.


  [Home Inventory]

a) 3 Dark Blue Potions of *Healing*
     When ingested, it restores 1200 hit points, heals cut damage, and 
     cures stunning, poisoning, blindness, and confusion.
     It can be thrown at creatures with damaging effect.
b) The Ring 'Hiring' (+4)
     +4 strength, intelligence.
     +20%  to searching.
     Provides resistance to blindness, nether.
     Cannot be harmed by acid, electricity, fire, cold.
     
c) The Ring of Egoth (+1,+6) (+4)
     +4 strength, dexterity, charisma.
     +20%  to searching.
     Provides resistance to acid, fire, fear, light, confusion.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, wisdom.
     Feather Falling.
     Grants the ability to see invisible things.
     Aggravates creatures nearby.
     
     When activated, it hastens you for d75+75 turns.
     It takes 332 to 660 turns to recharge after use at your current
     speed.
     Radius 1 light.
d) a Copper Amulet of Trickery (+3)
     +3 dexterity, stealth, infravision, speed.
     +15%  to searching.
     Provides resistance to poison, nexus.
     Sustains dexterity.
     
e) The Necklace 'Falacir' (+1,+5) (+4)
     +4 dexterity, charisma.
     Provides resistance to dark, shards.
     Cannot be harmed by acid, electricity, fire, cold.
     
     Radius 1 light.
f) Bar Chain Mail of Elvenkind (-2) [18,+21] (+1 stealth) {rnether}
     +1 stealth.
     Provides resistance to acid, lightning, fire, cold, nether.
     Cannot be harmed by acid, electricity, fire, cold.
     
g) The Hard Leather Armour of Raulion (-1) [8,+9] {aka shield}
     Provides resistance to acid, lightning, fire, cold, shards, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     
h) a Cloak of the Magi [1,+8] (+1)
     +1 intelligence, stealth.
     Cannot be harmed by acid.
     Sustains intelligence.
     Grants telepathy.
     
i) The Large Metal Shield 'Nimron' [8,+11] (+4) {r rnex stats}
     +4 strength, wisdom, dexterity, charisma.
     +20%  to searching.
     Provides resistance to acid, lightning, fire, cold, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength.
     Slows your metabolism.
     Prevents paralysis.
     
     When activated, it removes all non-unique monsters represented by 
     a chosen symbol from the level, dealing you damage in the process.
     It takes 1100 turns to recharge after use at your current speed.
j) a Golden Crown of Night and Day [0,+6]
     Provides resistance to light, dark, blindness.
     Cannot be harmed by acid.
     Grants the ability to see invisible things.
     
     Radius 1 light.
k) The Set of Gauntlets of Aranyarn (+8,+9) [3,+14] (+2) {@w0}
     +2 speed.
     Provides immunity to fire.
     Provides resistance to lightning.
     Cannot be harmed by acid, electricity, fire, cold.
     Feather Falling.
     Grants the ability to see invisible things.
     Aggravates creatures nearby.
     
l) The Pair of Steel Shod Boots of Thorlas [6,+15] (+3)
     +3 strength, intelligence, dexterity, speed.
     Provides resistance to fire, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     
m) The Scimitar of Cirede (4d2) (+10,+12) (+4) {rnether 4 con}
     +4 constitution, charisma.
     It is especially deadly to orcs.
     It is branded with flames.
     Provides resistance to nether.
     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 49.2 against orcs, 49.2 against
     fire-vulnerable creatures, and 36 against normal creatures.
     
     With this item, you can expect to clear rubble in 2.5 turns, magma
     veins in 5.7 turns, quartz veins in 13 turns, and granite in 40 
     turns.
n) The Pike of Ragond (4d5) (+18,+20) [+7] (+2)
     +2 dexterity, charisma, speed.
     It is especially deadly to giants, demons.
     It is a great bane of undead.
     It is branded with venom.
     Provides resistance to cold, fear, light, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     Blessed by the gods.
     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 78.3 against giants, 78.3
     against demons, 78.3 against poison-vulnerable creatures, 105
     against undead, and 51.7 against normal creatures.
     
     With this item, you can expect to clear rubble in 2.5 turns, magma
     veins in 5.7 turns, quartz veins in 14 turns, and granite in 41 
     turns.
o) a Heavy Crossbow of Extra Might (x4) (+14,+18) (+1)
     +1 shooting power.
     
p) 28 Bolts of Flame (1d5) (+7,+8)
     It is branded with flames.
     Cannot be harmed by fire.
     
     Fired from your current missile launcher, this arrow will hit targets
     up to 140 feet away, inflicting an average damage of 349.4 against
     fire-vulnerable creatures, and 116.5 against normal creatures.
     25% chance of breaking upon contact.
q) 99 Bolts of Venom (1d5) (+3,+3)
     It is branded with venom.
     
     Fired from your current missile launcher, this arrow will hit targets
     up to 140 feet away, inflicting an average damage of 284.3 against
     poison-vulnerable creatures, and 94.7 against normal creatures.
     25% chance of breaking upon contact.
r) 99 Bolts of Venom (1d5) (+0,+0)
     It is branded with venom.
     
     Fired from your current missile launcher, this arrow will hit targets
     up to 140 feet away, inflicting an average damage of 247.2 against
     poison-vulnerable creatures, and 82.4 against normal creatures.
     25% chance of breaking upon contact.
s) 25 Seeker Bolts of Frost (4d5) (+9,+10)
     It is branded with frost.
     Cannot be harmed by cold.
     
     Fired from your current missile launcher, this arrow will hit targets
     up to 140 feet away, inflicting an average damage of 486.7 against
     frost-vulnerable creatures, and 162.2 against normal creatures.
     25% chance of breaking upon contact.
t) 29 Seeker Arrows of Flame (4d4) (+15,+19)
     It is branded with flames.
     Cannot be harmed by fire.
     
u) no more Broken Skull (+24) {cursed}
     +24 dexterity.
     Makes you vulnerable to fire, cold.
     Sustains strength.
     
v) no more Broken Skull (+24 stealth) {cursed}
     +24 strength, intelligence, wisdom, constitution, stealth.
     +120%  to searching.
     Makes you vulnerable to cold.
     Sustains strength.
     
w) no more Broken Skull (+24 infravision) {cursed}
     +24 strength, wisdom, infravision.
     Provides immunity to acid, lightning.
     Makes you vulnerable to cold.
     Sustains strength.
     


  [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 11.3.2009 16:35
Last updated on 17.3.2009 15:19

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5000. on the Ladder (of 12677)
1650. on the Angband Ladder (of 3734)
4. for this player (out of 9)

Comments

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On 11.3.2009 16:35 smee wrote:
piddling along, looking for items, hiding from monsters

On 11.3.2009 17:54 will_asher wrote:
nice name. What's with the broken skulls?

On 11.3.2009 19:26 smee wrote:
i just noticed those myself ... i had a savefile.c error when i opened the save at work today and i pressed the ignore button. those used to be arrows of some kind iirc.

On 11.3.2009 19:30 smee wrote:
getting closer to covering resist and using stats shield

On 11.3.2009 19:34 smee wrote:
if i try to get the skull it says max i can take is 0.

On 12.3.2009 22:10 smee wrote:
killed saruman, working on killing the rest of uniques, and killing wyrms. not many healing potions coming my way yet. no major kit update

On 17.3.2009 15:19 smee wrote:
now i can have rnether or rdisenchant, or all resist covered and -200 hp :/ still very low on potions

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