The Angband Ladder: Fenrir, Kobold Warrior by Fenrir

  [Angband 3.1.0 beta Character Dump]

 Sex    Female       Age             16   STR:  18/91  -1  +5  +9 18/***
 Race   Kobold       Height          34   INT:     16  -1  -2  +2     15
 Class  Warrior      Weight          60   WIS:     14  +0  -2  +6     18
 Title  Champion     Social      Lordly   DEX:  18/79  +2  +2  +4 18/159
 HP     433/472      Maximize         Y   CON:     13  +2  +2 +10  18/90
 SP     0/0                               CHR:  18/42  -2  -1  +0  18/12


 Level               38   Armor   [40,+113]     Saving Throw         59%
 Cur Exp         937682   Fight   (+28,+22)     Stealth           Superb
 Max Exp         997035   Melee   (+43,+47)     Fighting       Legendary
 Adv Exp         977500   Shoot   (+40,+16)     Shooting       Legendary
 MaxDepth   4950' (L99)   Blows      6/turn     Disarming            79%
 Turns           554836   Shots      1/turn     Magic Device   Excellent
 Gold            330449   Infra       50 ft     Perception       1 in 33
 Burden       201.4 lbs   Speed           4     Searching            29%

 You come from a litter of 3 pups. Your father was a hunter, and your
 mother was a cook. You have light brown eyes, an olive green 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 Spear 'Aeglos' (3d6) (+15,+25) [+5] (+4)
     +4 wisdom, dexterity.
     Provides resistance to cold, fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Blessed by the gods.
     Slows your metabolism.
     Prevents paralysis.
     When activated, it creates a frost ball with damage 100.
     It takes 35 turns to recharge after use.
     With this weapon, you would currently get 6 blows per round.  Each
     blow will do an average damage of 68 against evil creatures, 78.5
     against orcs, 78.5 against trolls, 78.5 against frost-vulnerable
     creatures, 99.5 against undead, and 57.5 against normal creatures.
b) a Heavy Crossbow of Extra Might (x4) (+12,+16) (+1)
     +1 shooting power.
c) a Malachite Ring of Constitution (+5)
     +5 constitution.
     Sustains constitution.
d) a Marble Ring of Speed (+5)
     +5 speed.
e) a Golden Amulet of Regeneration {uncursed}
     Speeds regeneration.
f) The Phial of Galadriel
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it lights up the surrounding area, hurting light-s
     ensitive creatures.
     It takes 10 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) a Cloak of Protection [1,+13]
     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 Hard Leather Cap of Thranduil [2,+9] (+2)
     +2 intelligence, wisdom.
     Provides resistance to blindness.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.
k) a Set of Leather Gloves of Power (+3,+2) [1,+12] (+5)
     +5 strength.
l) a Pair of Mithril Shod Boots of Stealth [7,+14] (+3)
     +3 stealth.
     Cannot be harmed by acid.


  [Character Inventory]

a) 5 Rations of Food
b) a Pink Potion of Healing
c) 35 Scrolls titled "qui patus" of Phase Door
d) 2 Scrolls titled "odo pro or" of Teleport Level
e) 3 Scrolls titled "pacia for sper" of Word of Recall
f) 3 Scrolls titled "cratium demo" of *Destruction*
g) 3 Tungsten Rods of Treasure Location
h) a Nickel Rod of Door/Stair Location
i) a Lead-Plated Rod of Trap Location
j) a Lead Rod of Teleport Other
k) a Copper-Plated Wand of Acid Bolts (0 charges)
l) a Bronze Wand of Slow Monster (13 charges)
m) 6 Cast Iron Wands of Stone to Mud (0 charges)
n) 4 Cedar Staffs of Teleportation (4 charges)
o) a Maple Staff of Identify (7 charges)
p) The Mithril Shield of Gil-galad [10,+20] (+5)
     +5 wisdom, charisma.
     Provides resistance to acid, lightning, dark, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains wisdom, dexterity, charisma.
     When activated, it fires a line of light in all directions, each o
     ne causing 10d8 damage.
     It takes 100 turns to recharge after use.
     Radius 1 light.
q) a Two-Handed Great Flail of Acid (3d6) (+15,+18)
     Provides resistance to acid.
     Cannot be harmed by acid.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 71.5 against acid-vulnerable
     creatures, and 50.5 against normal creatures.
r) 29 Bolts of Wounding (1d5) (+17,+16)
     Fired from your current missile launcher, this arrow will hit targets
     up to 160 feet away, inflicting an average damage of 175 against
     normal creatures.
     25% chance of breaking upon contact.
s) 21 Bolts of Slay Giant (1d5) (+17,+14)
     Fired from your current missile launcher, this arrow will hit targets
     up to 160 feet away, inflicting an average damage of 495 against
     giants, and 165 against normal creatures.
     25% chance of breaking upon contact.
t) 6 Bolts of Slay Undead (1d5) (+10,+8)
     Fired from your current missile launcher, this arrow will hit targets
     up to 160 feet away, inflicting an average damage of 405 against
     undead, and 135 against normal creatures.
     25% chance of breaking upon contact.
u) 15 Bolts of Slay Demon (1d5) (+10,+8)
     Fired from your current missile launcher, this arrow will hit targets
     up to 160 feet away, inflicting an average damage of 405 against
     demons, and 135 against normal creatures.
     25% chance of breaking upon contact.
v) 20 Seeker Bolts of Venom (4d5) (+15,+16)
     Fired from your current missile launcher, this arrow will hit targets
     up to 160 feet away, inflicting an average damage of 660 against
     poison-vulnerable creatures, and 220 against normal creatures.
     25% chance of breaking upon contact.


  [Home Inventory]

a) 2 Yellow 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) 3 Light Green 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) a Bamboo Staff of Detect Evil (15 charges)
     When used, it detects all evil creatures in the immediate area.
d) a Mithril Ring of Damage (+0,+14)
e) 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.
     
f) The Soft Leather Armour 'Hithlomir' [4,+20] (+4)
     +4 stealth.
     Provides resistance to acid, lightning, fire, cold, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     
g) 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.
     
h) a Metal Cap [3] {special}
     You do not know the full extent of this item's powers.
i) The Iron Helm 'Holhenneth' [5,+10] (+2)
     +2 intelligence, wisdom, searching.
     Provides resistance to blindness, confusion.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants the ability to see invisible things.
     
     When activated, it detects treasure, objects, traps, doors, stairs, 
     ,and all creatures in the surrounding area.
     It takes 55 turns to recharge after use.
j) 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.
k) a Set of Leather Gloves of Agility [1,+6] (+3)
     +3 dexterity.
     
l) The Set of Gauntlets 'Paurhach' [3,+14]
     Provides resistance to fire.
     Cannot be harmed by acid, electricity, fire, cold.
     Speeds regeneration.
     
     When activated, it creates a fire bolt with damage 9d8.
     It takes 8 turns to recharge after use.
m) The Set of Gauntlets 'Paurnimmen' [3,+14]
     Provides resistance to cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Slows your metabolism.
     
     When activated, it creates a frost bolt with damage 6d8.
     It takes 7 turns to recharge after use.
n) a Dagger of Extra Attacks (1d4) (+3,+1) (+2)
     +2 attack speed.
     
     With this weapon, you would currently get 8 blows per round.  Each
     blow will do an average damage of 25.5 against normal creatures.
o) The Short Sword 'Sting' (1d6) (+7,+8) (+2)
     +2 strength, dexterity, constitution, speed, attack speed.
     Provides resistance to fear, light.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
     Radius 1 light.
     With this weapon, you would currently get 8 blows per round.  Each
     blow will do an average damage of 37 against animals, 37 against
     evil creatures, 40.5 against orcs, 40.5 against undead, and 33.5
     against normal creatures.
p) The Long Sword 'Elvagil' (2d5) (+2,+7) (+2)
     +2 dexterity, charisma, stealth.
     Cannot be harmed by acid, electricity, fire, cold.
     Feather Falling.
     Grants the ability to see invisible things.
     
     With this weapon, you would currently get 6 blows per round.  Each
     blow will do an average damage of 47 against orcs, 47 against
     trolls, and 35 against normal creatures.
q) The Bastard Sword 'Calris' (5d4) (-20,+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 6 blows per round.  Each
     blow will do an average damage of 67 against evil creatures, 79.5
     against trolls, 79.5 against demons, 104.5 against dragons, and 
     54.5 against normal creatures.
r) 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 6 blows per round.  Each
     blow will do an average damage of 64.5 against orcs, 64.5 against
     trolls, 64.5 against demons, 64.5 against acid-vulnerable
     creatures, and 49.5 against normal creatures.
s) The Short Bow of Amras (x2) (+12,+15) (+1 speed)
     +1 intelligence, wisdom, dexterity, speed, shooting speed, 
     shooting power.
     Provides resistance to lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Slows your metabolism.
     
t) a Long Bow of Extra Shots (x3) (+13,+13) (+1)
     +1 shooting speed.
     
u) 11 Bolts of Slay Animal (1d5) (+6,+4)
     Fired from your current missile launcher, this arrow will hit targets
     up to 160 feet away, inflicting an average damage of 230 against
     animals, and 115 against normal creatures.
     25% chance of breaking upon contact.
v) 23 Seeker Bolts of Wounding (4d5) (+17,+12)
     Fired from your current missile launcher, this arrow will hit targets
     up to 160 feet away, inflicting an average damage of 200 against
     normal creatures.
     25% chance of breaking upon contact.
w) 30 Seeker Arrows of Frost (4d4) (+8,+9)
     Cannot be harmed by cold.
     
x) 21 Seeker Arrows (4d4) {excellent}
     You do not know the full extent of this item's powers.


  [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 30.4.2009 19:31
Last updated on 2.5.2009 16:07

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Comments

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On 30.4.2009 19:31 Fenrir wrote:
Tragic hp. Might have to give up that Ring of Damage for some CON.

The spear 'Aeglos' must be the best weapon I've seen so far; Wormtongue dropped it and I have been hunting native-depth undead for stuff and the experience ever since.

On 1.5.2009 06:36 PowerDiver wrote:
Next time start with a base con of 17 [or 16 with a mixed class]. Otherwise it takes forever to farm enough con potions.

On 2.5.2009 16:07 Fenrir wrote:
It takes forever indeed!

Latest finds include Calris, +5 ring of speed, the shields of Gil-Galad and Thorin. I'm keeping Thorin's, but also dragging Gil-Galad's around for rdisenchant... although the con remains so tragic that I doubt I'll survive a breath even with the resists.

High-level uniques all over, so close that I can feel their breath in my face... literally. Poison and shards for me, courtesy of Ungoliant, Carcharoth and Huan, respectivelly. Many a hp warning and a scare, but no gravestones yet... hm, and now that I look at it, my speed is also tragic.

On 2.5.2009 22:55 PowerDiver wrote:
Welcome to the world of hard diving. :) You do appear to have been unlucky, should have seen a better speed ring by now. Have you seen and tossed Thalkettoth? IMO that would be useful for you now.

If you are mostly killing tough things with your launcher, you might want to switch to Sting.


On 3.5.2009 01:55 Fenrir wrote:
Died to a greater titan. I somehow managed to confuse it with a mystic or something.

On 3.5.2009 07:49 Pete Mack wrote:
A successful character no matter what. CL 38 and dl 99 is impressive. Turncount could be a little better. (With a nice, stealthy Kobold, you can teleport around the dungeon without much risk.)

But with base CON 13, this character never had a prayer.



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