The Angband Ladder: Woof, Kobold Rogue by GCD

  [Angband 3.1.0 beta Character Dump]

 Sex    Male         Age             20   Str! 18/100  -1  +2 +19 18/*** 18/***
 Race   Kobold       Height          43   INT! 18/100  -1  +1  +5 18/150
 Class  Rogue        Weight          62   Wis! 18/100  +0  -2  +7 18/150 18/130
 Title  ***WINNER*** Social  Role model   DEX! 18/100  +2  +3 +20 18/***
 HP     450/988      Maximize         Y   CON! 18/100  +2  +1 +13 18/***
 SP     136/290                           Chr:  18/97  -2  -1 +11 18/177 18/157


 Level               50   Armor   [56,+201]     Saving Throw         88%
 Cur Exp        7347442   Fight   (+78,+47)     Stealth           Superb
 Max Exp        7347442   Melee   (+93,+65)     Fighting       Legendary
 Adv Exp       ********   Shoot   (+95,+19)     Shooting       Legendary
 MaxDepth  5000' (L100)   Blows      5/turn     Disarming           100%
 Turns          4096371   Shots      1/turn     Magic Device      Heroic
 Gold           1476126   Infra       50 ft     Perception       1 in 11
 Burden       140.5 lbs   Speed          17     Searching            47%

 You come from a litter of 3 pups. Your father was a fungus farmer, and
 your mother was a cook. You have black 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 Eonwe (5d4) (+15,+18) [+8] (+2) (charging)
     +2 strength, intelligence, wisdom, dexterity, constitution, 
     charisma.
     Provides immunity to cold.
     Provides resistance to cold, fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Blessed by the gods.
     Prevents paralysis.
     Grants the ability to see invisible things.
     When activated, it removes all non-unique monsters within 20 squar
     es, dealing you damage in the process.
     It takes 1000 turns to recharge after use.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 90 against evil creatures, 102.5
     against orcs, 102.5 against undead, 102.5 against frost-vulnerable
     creatures, 127.5 against demons, and 77.5 against normal creatures.
b) The Long Bow of Bard (x3) (+17,+19) (+2)
     +2 dexterity, speed, shooting power.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
c) 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.
d) an Amethyst Ring of Speed (+10)
     +10 speed.
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 Star of Elendil (charging)
     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 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 Elven Cloak of Protection [6,+25] (+2 stealth)
     +2 stealth.
     Provides resistance to shards.
     Cannot be harmed by acid, electricity, fire, cold.
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 Caestus of Fingolfin (+10,+10) [5,+20] (+4)
     +4 dexterity.
     Provides resistance to acid.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     When activated, it fires a magical arrow with damage 150.
     It takes 30 turns to recharge after use.
l) The Pair of Leather Boots 'Dal-i-thalion' [2,+13] (+5)
     +5 dexterity.
     Provides resistance to confusion, nether, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains constitution.
     Prevents paralysis.
     When activated, it cures you of fear and poison.
     It takes 5 turns to recharge after use.


  [Character Inventory]

a) 3 Books of Magic Spells [Magic for Beginners] {@m1@b1@G1}
b) 2 Books of Magic Spells [Incantations and Illusions] {@m3@b3@G3}
c) 2 Books of Magic Spells [Sorcery and Evocations] {@m4@b4@G4}
d) a Book of Magic Spells [Resistances of Scarabtarices] {@m5@b5@G5}
     Cannot be harmed by acid, electricity, fire, cold.
e) a Book of Magic Spells [Mordenkainen's Escapes] {@m6@b6@G6}
     Cannot be harmed by acid, electricity, fire, cold.
f) a Book of Magic Spells [Tenser's Transformations] {@m7@b7@G7}
     Cannot be harmed by acid, electricity, fire, cold.
g) 35 Gold Potions of Cure Critical Wounds
h) 3 Scrolls titled "lum sa mior" of Teleport Level
i) a Copper-Plated Rod of Healing (charging)
     Cannot be harmed by electricity.
j) 4 Tungsten Wands of Teleport Other (0 charges) {!s!k!d!n}
k) 14 Arrows of Slay Undead (1d4) (+15,+17) {@f6=g}
     Fired from your current missile launcher, this arrow will hit targets
     up to 160 feet away, inflicting an average damage of 577.5 against
     dragons, 577.5 against undead, and 192.5 against normal creatures.
     35% chance of breaking upon contact.
l) an Arrow of Slay Giant (1d4) (+10,+13) {@f5=g}
     Fired from your current missile launcher, this arrow will hit targets
     up to 160 feet away, inflicting an average damage of 517.5 against
     giants, 517.5 against dragons, and 172.5 against normal creatures.
     35% chance of breaking upon contact.
m) 7 Arrows of Slay Undead (1d4) (+12,+9) {@f6=g}
     Fired from your current missile launcher, this arrow will hit targets
     up to 160 feet away, inflicting an average damage of 457.5 against
     dragons, 457.5 against undead, and 152.5 against normal creatures.
     35% chance of breaking upon contact.
n) 10 Seeker Arrows of Wounding (4d4) (+19,+17)
     Fired from your current missile launcher, this arrow will hit targets
     up to 160 feet away, inflicting an average damage of 690 against
     dragons, and 230 against normal creatures.
     35% chance of breaking upon contact.
o) 9 Seeker Arrows of Frost (4d4) (+13,+15)
     Cannot be harmed by cold.
     Fired from your current missile launcher, this arrow will hit targets
     up to 160 feet away, inflicting an average damage of 660 against
     dragons, 660 against frost-vulnerable creatures, and 220 against
     normal creatures.
     35% chance of breaking upon contact.
p) 11 Seeker Arrows of Flame (4d4) (+11,+12) {@f2=g}
     Cannot be harmed by fire.
     Fired from your current missile launcher, this arrow will hit targets
     up to 160 feet away, inflicting an average damage of 615 against
     dragons, 615 against fire-vulnerable creatures, and 205 against
     normal creatures.
     35% chance of breaking upon contact.
q) 5 Seeker Arrows of Slay Undead (4d4) (+9,+14) {@f1=g}
     Fired from your current missile launcher, this arrow will hit targets
     up to 160 feet away, inflicting an average damage of 645 against
     dragons, 645 against undead, and 215 against normal creatures.
     35% chance of breaking upon contact.
r) 11 Mithril Arrows of Acid (3d4) (+15,+13) {@f3=g}
     Cannot be harmed by acid, fire.
     Fired from your current missile launcher, this arrow will hit targets
     up to 160 feet away, inflicting an average damage of 592.5 against
     dragons, 592.5 against acid-vulnerable creatures, and 197.5
     against normal creatures.
     35% chance of breaking upon contact.
s) 11 Mithril Arrows of Slay Undead (3d4) (+8,+14) {@f6=g}
     Cannot be harmed by acid, fire.
     Fired from your current missile launcher, this arrow will hit targets
     up to 160 feet away, inflicting an average damage of 607.5 against
     dragons, 607.5 against undead, and 202.5 against normal creatures.
     35% chance of breaking upon contact.


  [Home Inventory]

a) 4 Scrolls titled "vus pollitio" 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.
b) 9 Locust Staffs of *Destruction* (31 charges)
     When used, it destroys an area around you in the shape of a circle 
     radius 15, and blinds you for 1d10+10 turns.
c) 2 Mahogany Staffs of Healing (4 charges)
     When used, it heals you a really large amount (35% of max HP, mini
     mum 300HP), heals cut damage, and cures stunning, poisoning, blind
     ness, and confusion.
d) The Ring of Tulkas (+4) (charging)
     +4 strength, dexterity, constitution.
     Provides resistance to fear.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it hastens you for d75+75 turns.
     It takes 150 turns to recharge after use.
e) 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.
f) The Amulet of Ingwe (+3) (charging)
     +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.
g) 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.
h) The Metal Brigandine Armour of the Rohirrim [20,+15] (+2)
     +2 strength, dexterity.
     Provides resistance to acid, lightning, fire, cold, fear, 
     confusion, sound.
     Cannot be harmed by acid, electricity, fire, cold.
     
i) 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.
     
j) 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.
     
k) The Cloak 'Holcolleth' [1,+4] (+2)
     +2 intelligence, wisdom, stealth, speed.
     Provides resistance to acid.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it puts to sleep the monsters around you.
     It takes 55 turns to recharge after use.
l) 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.
     
m) The Hard Leather Cap of Thranduil [2,+10] (+2)
     +2 intelligence, wisdom.
     Provides resistance to blindness.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.
     
n) a Pair of Ethereal Slippers of Speed [0,+11] (+9)
     +9 speed.
     Cannot be harmed by acid, electricity, fire, cold.
     
o) The Spear of Orome (4d6) (+15,+15) (+4)
     +4 intelligence, infravision, speed.
     Provides resistance to fire, light.
     Cannot be harmed by acid, electricity, fire, cold.
     Blessed by the gods.
     Feather Falling.
     Grants the ability to see invisible things.
     
     When activated, it turns rock into mud.
     It takes 5 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 90 against animals, 104 against
     giants, 104 against fire-vulnerable creatures, and 76 against
     normal creatures.
p) The Trident of Wrath (3d8) (+16,+18) (+2)
     +2 strength, dexterity.
     Provides resistance to 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 92 against evil creatures, 105.5
     against poison-vulnerable creatures, 132.5 against undead, and 
     78.5 against normal creatures.
q) The Beaked Axe of Hurin (3d6) (+12,+15) (+2)
     +2 strength, constitution.
     Provides resistance to acid, fire, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it puts you in a berserker rage for d50+50 turns.
     It takes 80 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 93.5 against trolls, 93.5
     against dragons, 93.5 against acid-vulnerable creatures, 114.5
     against demons, and 72.5 against normal creatures.
r) The Beaked Axe of Theoden (2d6) (+8,+10) (+3)
     +3 wisdom, constitution.
     Cannot be harmed by acid, electricity, fire, cold.
     Slows your metabolism.
     Grants telepathy.
     
     When activated, it drains up to 120 hit points of life from a targ
     et creature.
     It takes 40 turns to recharge after use.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 78 against dragons, and 64
     against normal creatures.
s) The Broad Axe 'Barukkheled' (2d6) (+13,+19) (+3)
     +3 constitution.
     Cannot be harmed by acid, electricity, fire, cold.
     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 80 against evil creatures, 87
     against orcs, 87 against trolls, 87 against giants, and 73 against
     normal creatures.
t) 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 108.5 against normal creatures.
u) The Lance of Eorlingas (3d8) (+13,+21) (+2)
     +2 strength, dexterity, speed.
     Provides resistance to fear.
     Cannot be harmed by acid, electricity, fire, cold.
     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 95 against evil creatures, 108.5
     against orcs, 108.5 against trolls, and 81.5 against normal
     creatures.
v) The Short Bow of Amrod (x2) (+12,+15) (+2)
     +2 strength, constitution, shooting power.
     Provides resistance to lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Speeds regeneration.
     
w) 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.
     


  [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              : 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 30.3.2009 13:15
Last updated on 8.4.2009 05:18

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4808. on the Ladder (of 18915)
1771. on the Angband Ladder (of 6466)
Second best for this player (

Comments

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On 30.3.2009 13:15 GCD wrote:
Probably my best angband character ever. Would love any advice anyone might have.

On 1.4.2009 06:19 GCD wrote:
Continuing to advance. I am in really unfamiliar territory now. I owe my survival so far to being much more prudent in choosing my battles, however many uniques are left standing fo exactly this reason. Having some difficulty with the amount of space in my inventory and my home.
Would appreciate some advice...

On 1.4.2009 08:11 Pete Mack wrote:
You're doing fine--speed > 10 is key and good stealth. I'd say your biggest weakness is CON. Isildur is certainly better than Arvedui--RSound and HP beat a few mana points easily. (If you lose blows, switch to one of your other weapons for a little while.)

And keep avoiding those uniques until you can absorb real damage. (900+HP) Some of them are so dangerous that I usually leave them alive and teleport them away when Morgoth or Sauron summons them.

Your character will remain a bit underpowered for damage until you find Tenser's, extra damage equipment (Cambeleg, Rings of Power), or both.


On 1.4.2009 08:11 Pete Mack wrote:
You're doing fine--speed > 10 is key and good stealth. I'd say your biggest weakness is CON. Isildur is certainly better than Arvedui--RSound and HP beat a few mana points easily. (If you lose blows, switch to one of your other weapons for a little while.)

And keep avoiding those uniques until you can absorb real damage. (900+HP) Some of them are so dangerous that I usually leave them alive and teleport them away when Morgoth or Sauron summons them.

Your character will remain a bit underpowered for damage until you find Tenser's, extra damage equipment (Cambeleg, Rings of Power), or both.


On 1.4.2009 08:39 Pete Mack wrote:
PS: great choice of race/class combo. One of my favorites; absolutely top-notch for fast diving.



On 2.4.2009 12:43 GCD wrote:
Down to level 98. Found some more artifacts but still haven't found Tenser's or any of the rings of power. Would also like to find cambeleg.

On 2.4.2009 15:05 John McCoy wrote:
That pick is pretty cool, but wouldn't the Eonwe or the Lance of the Eorlingas be a bit more powerful?

On 6.4.2009 14:08 GCD wrote:
Continuing to improve equipment, particularly looking to improve gloves.
Also trying to kill as many uniques as possible before confronting Sauron and Morgoth.
Any advice?

On 8.4.2009 05:18 GCD wrote:
My First winner in Angband. Previously won in Steamband once with a rogue but that almost felt like cheating once I had invisibility.
Barely made it - had to use all my healing/*healing*/life potions as well as activations. At the end i almost gave up. Was down to 39 hp and thought I had no mean of healing left, but then realized that Vilya could be activated for healing and managed to kill Morgoth after 2 more turns.

On 8.4.2009 10:12 Pete Mack wrote:
Death or Glory, that's the way to do it!
Nice win.

On 8.4.2009 10:15 Pete Mack wrote:
BTW: you were also lucky to win at only +17 base speed--M can double move you, and do more than 1000 damage... +20 base speed is generally considered the minimum.

On 8.4.2009 10:18 Pete Mack wrote:
PPS:
You also had 35 !CCW. So long as you can phase away behind earthquake damage, that will do for a couple more healing. It's a good idea to use ?Phase (or *Phase if you have 0-fail) for a mini-escape while healing and/or buffing. Still, nice win

On 8.4.2009 14:45 John McCoy wrote:
Congrats!

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