The Angband Ladder: Maurice Greene, Half-Orc Rogue by mightbecactus

  [Angband 3.0.9 Character Dump]

 Name   Maurice Greene                           Self  RB  CB  EB   Best
 Sex    Male              Age        14   STR! 18/100  +2  +2 +16 18/260
 Race   Half-Orc          Height     68   Int! 18/100  -1  +1  +2 18/120 188888
 Class  Rogue             Weight    157   Wis! 18/100  +0  -2  +4 18/140 188888
 Title  ***WINNER***      Status      1   DEX! 18/100  +0  +3  +3 18/130
 HP     838/1069          Maximize    N   CON! 18/100  +1  +1 +10 18/200
 SP     30/174                            Chr! 18/100  -4  -1  +6 18/160 188888

 Level           50       Armor   [57,+185]     Saving Throw      Heroic
 Cur Exp   10320389       Fight   (+64,+27)     Stealth        Excellent
 Max Exp   11297167       Melee   (+74,+56)     Fighting       Legendary
 Adv Exp   ********       Shoot   (+74,+14)     Shooting          Heroic
 MaxDepth   Lev 100       Blows      5/turn     Disarming         Heroic
 Turns      3851180       Shots      1/turn     Magic Device      Heroic
 Gold       2781464       Infra       50 ft     Perception     Very Good
 Burden   418.2 lbs       Speed          27     Searching      Excellent

 Your father was an Orc, but it is unacknowledged. You are the adopted
 child of a Serf.  You are the black sheep of the family.  You have
 brown eyes, straight red hair, and a very dark complexion.


      abcdefghijkl@       abcdefghijkl@
 Acid:......+.*+... Blind:.....+.......
 Elec:......+...... Confu:.......+.....
 Fire:.+..+.+...... Sound:........+....
 Cold:......+..+... Shard:.............
 Pois:....+........ Nexus:.........+...
 Fear:+...+...+..+. Nethr:.............
 Lite:..........+.. Chaos:.....+..+....
 Dark:......+..+..+ Disen:......+......

      abcdefghijkl@       abcdefghiiiii
S.Dig:............. Stea.:.......+.....
Feath:............. Sear.:.....+.......
PLite:..........+.. Infra:.....+.......
Regen:............. Tunn.:.............
Telep:.....+....... Speed:.++++........
Invis:.....+....... Blows:.............
FrAct:........+.+.. Shots:.............
HLife:............. Might:.............


  [Character Equipment]

a) The Glaive of Pain (9d6) (+10,+29)
   It provides resistance to fear.  It cannot be harmed by the
   elements.  
b) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10)
   It increases your speed by 10.  It provides resistance to fire.  It
   activates for fire branding of bolts every 999 turns.  It cannot be
   harmed by the elements.  
c) a Ring of Speed (+10)
   It increases your speed by 10.  
d) a Ring of Speed (+10)
   It increases your speed by 10.  
e) The Elfstone 'Elessar' (+7,+7) [+10] (+2) (charging)
   It increases your strength, wisdom, and charisma by 2.  It increases
   your speed by 2.  It provides resistance to fire, poison, and fear.  
   It activates for heal (500) every 200 turns.  It cannot be harmed by
   the elements.  
f) The Palantir of Westernesse (+2) (charging)
   It increases your intelligence and wisdom by 2.  It increases your 
   searching and infravision by 2.  It provides resistance to blindness 
   and chaos.  It usually provides light of radius 3.  It grants you 
   the power of telepathy and the ability to see invisible things, but
   it also aggravates creatures around you and drains experience.  It
   activates for clairvoyance every 50+d50 turns.  It cannot be harmed
   by the elements.  
g) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4) (charging)
   It increases your strength and charisma by 4.  It provides
   resistance to acid, lightning, fire, cold, dark, and disenchantment.
   It activates for banishment every 500 turns.  It cannot be harmed by
   the elements.  
h) a Shadow Cloak of Aman [6,+26] (+2 to stealth)
   It increases your stealth by 2.  It provides resistance to confusion.
   It cannot be harmed by the elements.  
i) The Small Metal Shield of Thorin [3,+25] (+4)
   It increases your strength and constitution by 4.  It provides
   immunity to acid.  It provides resistance to fear, sound, and chaos.
   It grants you immunity to paralysis.  It cannot be harmed by the
   elements.  
j) The Steel Helm of Hammerhand [6,+20] (+3)
   It increases your strength, dexterity, and constitution by 3.  It
   provides resistance to acid, cold, dark, and nexus.  It sustains
   your strength, dexterity, and constitution.  It aggravates creatures
   around you.  It cannot be harmed by the elements.  
k) The Set of Leather Gloves 'Cammithrim' [1,+10]
   It provides resistance to light.  It sustains your constitution.  It
   usually provides light of radius 4.  It grants you immunity to
   paralysis.  It activates for magic missile (2d6) every 2 turns.  It
   cannot be harmed by the elements.  
l) The Pair of Metal Shod Boots of Thror [6,+20] (+3)
   It increases your strength and constitution by 3.  It increases your 
   speed by 3.  It provides resistance to fear.  It cannot be harmed by
   the elements.  


  [Character Inventory]

a) 5 Books of Magic Spells [Incantations and Illusions]
b) 8 Books of Magic Spells [Sorcery and Evocations]
c) 2 Books of Magic Spells [Resistances of Scarabtarices]
   It cannot be harmed by the elements.  
d) 2 Books of Magic Spells [Mordenkainen's Escapes]
   It cannot be harmed by the elements.  
e) a Book of Magic Spells [Tenser's Transformations]
   It cannot be harmed by the elements.  
f) 8 Potions of Healing
g) 10 Potions of *Healing*
h) 14 Potions of Restore Mana
i) 38 Scrolls of Phase Door
j) 37 Scrolls of Teleportation
k) 6 Rods of Detection (3 charging)
   It cannot be harmed by electricity.  
l) 2 Rods of Restoration (2 charging)
   It cannot be harmed by electricity.  
m) 8 Rods of Teleport Other (6 charging)
n) a Staff of Healing (3 charges)
o) 3 Staffs of *Destruction*
p) a Ring of Speed (+9)
   It increases your speed by 9.  
q) The Ring of Power 'Narya' (+6,+6) (+1)
   It increases all your stats by 1.  It increases your speed by 1.  It
   provides immunity to fire.  It provides resistance to fear and 
   nether.  It sustains your strength, wisdom, constitution, and 
   charisma.  It slows your metabolism and speeds your regeneration.  
   It grants you immunity to paralysis and the ability to see invisible
   things.  It activates for large fire ball (120) every 20+d20 turns.  
   It cannot be harmed by the elements.  
r) The Massive Iron Crown of Morgoth [0,+0] (+125) {cursed}
   It increases all your stats by 125.  It increases your infravision
   by 125.  It is cursed.  It cannot be harmed by the elements.  It
   might have hidden powers.
s) a Hard Leather Cap of Infravision [2,+14] (+4)
   It increases your infravision by 4.  
t) The Set of Cesti of Fingolfin (+10,+10) [5,+20] (+4)
   It increases your dexterity by 4.  It cannot be harmed by the
   elements.  It might have hidden powers.
u) The Mighty Hammer 'Grond' (9d9) (+5,+25) [+10]
   It cannot be harmed by the elements.  It might have hidden powers.
v) a Light Crossbow of the Haradrim (x3) (+10,+18) (+1)
   It increases your shooting speed and shooting power by 1.  It cannot
   be harmed by acid or fire.  
w) 16 Bolts (1d5) {good}


  [Home Inventory]

a) 68 Scrolls of Teleportation
b) 3 Scrolls of *Identify*
c) 6 Rods of Acid Balls
d) 8 Staffs of *Destruction* (20 charges)
e) The Ring of Tulkas (+4)
   It increases your strength, dexterity, and constitution by 4.  It
   provides resistance to fear.  It activates for haste self (75+d75
   turns) every 150+d150 turns.  It cannot be harmed by the elements.  
f) The Ring of Power 'Nenya' (+8,+8) (+2)
   It increases all your stats by 2.  It increases your speed by 2.  It
   provides immunity to cold.  It provides resistance to blindness and 
   life draining.  It sustains your intelligence, wisdom, and charisma.
   It makes you fall like a feather and speeds your regeneration.  It
   grants you immunity to paralysis, the power of telepathy, and the
   ability to see invisible things.  It activates for large frost ball
   (200) every 20+d20 turns.  It cannot be harmed by the elements.  
g) The Ring of Power 'The One Ring' (+15,+15) (+5) {cursed}
   It increases all your stats by 5.  It increases your speed by 5.  It
   provides immunity to acid, lightning, fire, and cold.  It provides
   resistance to poison, fear, blindness, nether, and disenchantment.  
   It sustains all your stats.  It speeds your regeneration.  It grants
   you the power of telepathy and the ability to see invisible things,
   but it also aggravates creatures around you, drains experience, and 
   is permanently cursed.  It activates for bizarre things every 30+d30
   turns.  It cannot be harmed by the elements.  
h) The Necklace of the Dwarves (+3)
   It increases your strength and constitution by 3.  It increases your 
   infravision by 3.  It provides resistance to fear.  It usually
   provides light of radius 4.  It speeds your regeneration.  It grants
   you immunity to paralysis and the ability to see invisible things.  
   It cannot be harmed by the elements.  
i) an Amulet of Weaponmastery (+3,+4) (+2)
   It increases your strength by 2.  It provides resistance to fear and 
   disenchantment.  It sustains your strength and constitution.  It
   grants you immunity to paralysis.  
j) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3)
   It increases your intelligence, wisdom, and constitution by 3.  It
   provides resistance to acid, poison, and confusion.  It activates
   for door and trap destruction every 10 turns.  It cannot be harmed
   by the elements.  
k) The Adamantite Plate Mail 'Soulkeeper' (-4) [40,+20] (+2)
   It increases your constitution by 2.  It provides resistance to acid,
   cold, fear, dark, confusion, nexus, nether, chaos, and life draining.
   It sustains your constitution.  It activates for heal (1000) every
   444 turns.  It cannot be harmed by the elements.  
l) The Cloak of Thingol [1,+18] (+3)
   It increases your dexterity and charisma by 3.  It provides
   resistance to acid, fire, and cold.  It grants you immunity to
   paralysis.  It activates for recharge item I every 70 turns.  It
   cannot be harmed by the elements.  
m) a Shadow Cloak of Protection [6,+21]
   It provides resistance to shards.  It cannot be harmed by the
   elements.  
n) a Small Metal Shield of Preservation [3,+19]
   It provides resistance to confusion, disenchantment, and life
   draining.  It sustains your strength, dexterity, and constitution.  
   It cannot be harmed by the elements.  
o) The Metal Cap of Celebrimbor [3,+18] (+3 to searching)
   It increases your intelligence, dexterity, and charisma by 3.  It
   increases your searching by 3.  It provides resistance to acid, fire,
   shards, and disenchantment.  It cannot be harmed by the elements.  
p) The Iron Helm 'Holhenneth' [5,+8] (+2)
   It increases your intelligence and wisdom by 2.  It increases your 
   searching by 2.  It provides resistance to blindness and confusion.  
   It grants you the ability to see invisible things.  It activates for 
   detection every 55+d55 turns.  It cannot be harmed by the elements.  
   
q) The Blade of Chaos 'Doomcaller' (6d5) (+18,+28) [-50]
   It slays animals, trolls, demons, and all evil creatures, and is
   especially deadly against dragons.  It is branded with frost.  It
   provides resistance to acid, lightning, fire, cold, and chaos.  It
   grants you immunity to paralysis, the power of telepathy, and the
   ability to see invisible things, but it also aggravates creatures
   around you.  It cannot be harmed by the elements.  
r) The Mace of Disruption 'Deathwreaker' (7d8) (+18,+18) (+6)
   It increases your strength by 6.  It increases your tunneling by 6.  
   It slays animals, dragons, and all evil creatures, and is especially
   deadly against undead.  It is branded with fire.  It provides
   immunity to fire.  It provides resistance to dark, chaos, and 
   disenchantment.  It aggravates creatures around you.  It cannot be
   harmed by the elements.  
s) The Long Bow 'Belthronding' (x3) (+20,+22) (+1)
   It increases your dexterity by 1.  It increases your stealth, speed, 
   and shooting speed by 1.  It provides resistance to disenchantment.  
   It cannot be harmed by the elements.  
t) The Heavy Crossbow of Umbar (x4) (+18,+18) (+2)
   It increases your strength and constitution by 2.  It increases your 
   shooting power by 2.  It provides resistance to lightning, light, 
   dark, and blindness.  It aggravates creatures around you.  It
   activates for a magical arrow (150) every 20+d20 turns.  It cannot
   be harmed by the elements.  
u) 26 Mithril Arrows of Slay Giant (3d4) (+18,+16)
   It slays giants.  It cannot be harmed by acid or fire.  


  [Options]

Adult: Maximize effect of race/class bonuses : no  (adult_maximize)
Adult: Randomize some of the artifacts (beta): no  (adult_randarts)
Adult: Auto-scum for good levels             : no  (adult_autoscum)
Adult: Restrict the use of stairs/recall     : no  (adult_ironman)
Adult: Restrict the use of stores/home       : no  (adult_no_stores)
Adult: Restrict creation of artifacts        : no  (adult_no_artifacts)
Adult: Don't stack objects on the floor      : no  (adult_no_stacking)
Adult: Preserve artifacts when leaving level : no  (adult_no_preserve)
Adult: 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    : yes (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 15.11.2011 10:54

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3592. on the Ladder (of 18964)
1012. on the Angband Ladder (of 6496)

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