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The Angband Ladder: Zeta VII, Half-Troll Rogue by Atanvarno

  [Angband 3.1.0 beta Character Dump]

 Sex    Male         Age             21   STR! 18/100  +4  +2  +7 18/***
 Race   Half-Troll   Height         130   INT! 18/100  -4  +1 +15 18/***
 Class  Rogue        Weight         282   WIS! 18/100  -2  -2 +14 18/200
 Title  ***WINNER*** Social      Lordly   DEX! 18/100  -4  +3 +12 18/210
 HP     842/1096     Maximize         Y   CON! 18/100  +3  +1  +8 18/***
 SP     41/358                            Chr:  18/89  -6  -1 +10 18/119  18/64


 Level               50   Armor   [28,+129]     Saving Throw         87%
 Cur Exp        7385876   Fight   (+75,+55)     Stealth        Very Good
 Max Exp        7385876   Melee   (+93,+83)     Fighting       Legendary
 Adv Exp       ********   Shoot   (+95,+22)     Shooting          Heroic
 MaxDepth  5000' (L100)   Blows      5/turn     Disarming           100%
 Turns          1249721   Shots      2/turn     Magic Device      Heroic
 Gold           1100170   Infra       50 ft     Perception        1 in 1
 Burden       241.2 lbs   Speed          24     Searching            56%

 Your father was a Cave-Troll Warrior.  You have puke-yellow eyes,
 mangy bright red hair, and white leprous skin.



 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 Blade of Chaos 'Doomcaller' (6d5) (+18,+28) [-50] {!d!v!k}
     Provides resistance to acid, lightning, fire, cold, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     Grants telepathy.
     Grants the ability to see invisible things.
     Aggravates creatures nearby.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 119 against animals, 119 against
     evil creatures, 137 against trolls, 137 against demons, 137
     against frost-vulnerable creatures, 173 against dragons, and 101
     against normal creatures.
b) a Light Crossbow of the Haradrim (x3) (+20,+22) (+1)
     +1 shooting speed, shooting power.
     Cannot be harmed by acid, fire.
c) 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.
d) The Ring of Power 'Vilya' (+10,+10) (+3)
     +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.
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 Palantir of Westernesse (+2) (charging) {!d!v!k !!}
     +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.
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 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.
i) a Small Metal Shield of Preservation [4,+22]
     Provides resistance to nether, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, dexterity, constitution.
     Stops experience drain.
j) The Jewel Encrusted Crown of Numenor [0,+18] (+3)
     +3 intelligence, dexterity, charisma, searching, speed.
     Provides resistance to cold, light, dark, blindness, sound, shards.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     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 of Feanor [2,+20] (+15) (charging)
     +15 speed.
     Provides resistance to nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it hastens you for d20+20 turns.
     It takes 200 turns to recharge after use.


  [Character Inventory]

a) 3 Books of Magic Spells [Magic for Beginners] {@m1@b1@G1}
b) 3 Books of Magic Spells [Conjurings and Tricks] {@m2@b2@G2}
c) 3 Books of Magic Spells [Incantations and Illusions] {@m3@b3@G3}
d) a Book of Magic Spells [Resistances of Scarabtarices] {@m5@b5@G5 !d!v!k}
     Cannot be harmed by acid, electricity, fire, cold.
e) a Book of Magic Spells [Mordenkainen's Escapes] {@m7@b7@G7 !d!v!k}
     Cannot be harmed by acid, electricity, fire, cold.
f) a Book of Magic Spells [Tenser's Transformations] {@m8@b8@G8 !d!v!k}
     Cannot be harmed by acid, electricity, fire, cold.
g) 22 Potions of Cure Critical Wounds
h) 12 Potions of Healing
i) 3 Potions of *Healing*
     It can be thrown at creatures with damaging effect.
j) 4 Potions of Life
     It can be thrown at creatures with damaging effect.
k) 12 Potions of Restore Mana
l) 10 Potions of Speed
m) 20 Scrolls of Teleportation {!*}
n) a Scroll of Banishment
o) 3 Scrolls of Mass Banishment {!*}
p) 16 Scrolls of *Destruction* {!*}
q) a Rod of Healing {!d!v!k}
     Cannot be harmed by electricity.
r) 12 Rods of Teleport Other (5 charging) {!d!v!k}
s) a Staff of Healing (0 charges)
t) a Staff of Banishment (0 charges)
u) The Massive Iron Crown of Morgoth [0,+5] (+0)
     Provides resistance to acid, lightning, fire, cold, poison, fear, 
     light, dark, confusion, nexus, nether.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.
     Grants the ability to see invisible things.
     Radius 1 light.
v) The Mighty Hammer 'Grond' (3d9) (+5,+7)
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.
     Grants the ability to see invisible things.
     Aggravates creatures nearby.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 92 against animals, 92 against
     evil creatures, 107 against orcs, 107 against trolls, 137 against
     dragons, 137 against demons, 137 against undead, and 77 against
     normal creatures.
     Sometimes creates earthquakes on impact.
w) 24 Mithril Bolts of Slay Evil (3d5) (+19,+11)
     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 336 against
     evil creatures, and 168 against normal creatures.
     25% chance of breaking upon contact.


  [Home Inventory]

a) 20 Potions of Speed
     When ingested, it hastens you for 2d10+20 turns.
b) 10 Scrolls of Teleportation {!*}
     When read, it teleports you randomly up to 100 squares away.
c) 2 Rods of Identify {@z6 !!}
     Cannot be harmed by electricity.
     
     When used, it reveals to you the extent of an item's magical power
     s.
     It takes 10 turns to recharge after use.
d) a Rod of Speed {!d!v!k}
     Cannot be harmed by electricity.
     
     When used, it hastens you for 2d10+20 turns.
     It takes 100 turns to recharge after use.
e) 2 Staffs of Speed (11 charges)
     When used, it hastens you for 2d10+20 turns.
f) 2 Staffs of the Magi (4 charges)
     When used, it restores both intelligence and manapoints to maximum.
g) a Ring of Speed (+16)
     +16 speed.
     
h) a Ring of Acid [+13]
     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.
i) The Arkenstone of Thrain
     Provides resistance to light, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     Stops experience drain.
     Grants the ability to see invisible things.
     
     When activated, it detects treasure, objects, traps, doors, stairs, 
     e3 light.
j) 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.
k) The Hard Leather Armour of Himring [8,+15]
     Provides resistance to poison, nether, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it grants you protection from evil for 1d25 plus 3 
     times your character level turns.
     It takes 100 turns to recharge after use.
l) 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.
     
m) 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.
n) 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, o) The
Main Gauche of Azaghal (2d5) (+12,+14) {!d!v!k}

     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 99 against dragons, and 75
     against normal creatures.
p) a Mace of Disruption of Westernesse (5d8) (+20,+20) (+1)
     +1 strength, dexterity, constitution.
     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 142.5 against orcs, 142.5
     against trolls, 142.5 against giants, 142.5 against undead, and 
     97.5 against normal creatures.
q) 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.
     
r) 23 Bolts of Slay Evil (1d5) (+16,+14)
     Fired from your current missile launcher, this arrow will hit targets
     up to 140 feet away, inflicting an average damage of 312 against
     evil creatures, and 156 against normal creatures.
     25% chance of breaking upon contact.
s) 30 Arrows of Slay Evil (1d4) (+16,+17)
t) 15 Arrows of Slay Evil (2d4) (+16,+13)
u) 14 Seeker Arrows of Slay Evil (5d4) (+14,+10)


  [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 8.7.2009 19:04
Last updated on 19.7.2009 14:50

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3121. on the Ladder (of 12556)
985. on the Angband Ladder (of 3681)
Best for this player (out of 5)

Comments

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On 8.7.2009 19:04 Atanvarno wrote:
The first trip was almost comedic. I lost my only ?recall on dlev 10 and climbed up to dlev 4. In a moment of stupidity I read an unknown scroll, which was naturally deep descent. It sent me to dlev 12. I managed to climb back to town.

Nothing special since then, except that I just found Taratol, westernesse and first stat potions in a lv.

On 14.7.2009 15:02 Atanvarno wrote:
Equipment has been getting better. First RoS (+7) at dlev 62.

On 19.7.2009 14:50 Atanvarno wrote:
Got to the bottom of the dungeon, scummed a while to get more potions, and found very nice equipment. Morgoth was quite easy; most of the summons were weak, and only one manastorm. I didn't need many consumables.

This was my first win since I restarted playing after a many-year break (previous win was with 2.9.x).

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