The Angband Ladder: Firebolt III, Kobold Mage by <garnet@aufait.net>

  [Angband 3.0.4 Character Dump]

 Name   Firebolt III                             Self  RB  CB  EB   Best
 Sex    Male              Age        18   STR! 18/100  -1  -5 +14 18/180
 Race   Kobold            Height     37   INT! 18/100  -1  +3  +8 18/200
 Class  Mage              Weight     76   WIS! 18/100  +0  +0  +8 18/180
 Title  Arch-Mage         Status      6   DEX! 18/100  +2  +1 +11 18/240
 HP     -1/841            Maximize    Y   CON! 18/100  +2  -2 +10 18/200
 SP     305/386           Preserve    Y   CHR! 18/100  -2  +1  +8 18/170

 Level           50       Armor    [30,+167]     Saving Throw     Heroic
 Cur Exp   24342046       Fight    (+57,+45)     Stealth          Superb
 Max Exp   24342046       Melee    (+67,+54)     Fighting      Legendary
 Adv Exp   ********       Shoot    (+74,+19)     Shooting      Legendary
 MaxDepth    Lev 90       Blows       4/turn     Disarming        Superb
 Gold       6845784       Shots       1/turn     Magic Device  Legendary
                                                 Perception    Excellent
 Burden   173.6 lbs       Infra        50 ft     Searching     Very Good

 You come from a litter of 4 pups. Your father was the tribal chief,
 and your mother was a cook. You have black eyes, an olive green hide,
 and large, flat teeth.


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

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


  [Last Messages]

> The Greater Balrog misses you.
> The Greater Balrog hits you.
> You are enveloped in flames!
> The Greater Balrog misses you. <2x>
> You hit the Greater Balrog. <2x>
> It was a good hit!
> You miss the Greater Balrog. <2x>
> The Greater Balrog misses you.
> The Greater Balrog hits you.
> You are enveloped in flames!
> The Greater Balrog crushes you.
> The Greater Balrog touches you.
> The Gelugon breathes frost.
> The Greater Balrog grunts with pain.
> You die.


  [Character Equipment]

a) The Katana 'Aglarang' (8d4) (+10,+9) (+5)
   It increases your dexterity by 5.  It increases your speed by 5.  It
   sustains your dexterity.  It cannot be harmed by the elements.  
b) The Long Bow of Bard (x3) (+17,+19) (+2)
   It increases your dexterity by 2.  It increases your speed and shooting
   power by 2.  It grants you immunity to paralysis.  It cannot be harmed
   by the elements.  
c) 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.  
d) The Ring of Power 'Vilya' (+10,+10) (+3)
   It increases all your stats by 3.  It increases your speed by 3.  It
   provides immunity to lightning.  It provides resistance to poison, 
   disenchantment, and life draining.  It sustains your strength, 
   dexterity, and constitution.  It slows your metabolism, makes you fall
   like a feather, and speeds your regeneration.  It grants you immunity
   to paralysis and the ability to see invisible things.  It activates for 
   large lightning ball (250) every 20+d20 turns.  It cannot be harmed by
   the elements.  
e) The Elfstone 'Elessar' (+7,+7) [+10] (+2)
   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 Arkenstone of Thrain
   It provides resistance to light, dark, and life draining.  It lights
   the dungeon around you.  It grants you the ability to see invisible
   things.  It activates for detection every 30+d30 turns.  It cannot be
   harmed by the elements.  
g) The Chain Mail of Arvedui (-2) [14,+15] (+2)
   It increases your strength and charisma by 2.  It provides resistance
   to acid, lightning, fire, cold, shards, and nexus.  It cannot be harmed
   by the elements.  
h) a Cloak of the Magi [1,+15] (+2)
   It increases your intelligence by 2.  It increases your stealth by 2.  
   It sustains your intelligence.  It grants you the power of telepathy.  
   It cannot be harmed by acid.  
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 Iron Helm 'Holhenneth' [5,+11] (+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.  
k) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2)
   It increases your strength and constitution by 2.  It grants you 
   immunity to paralysis.  It cannot be harmed by the elements.  
l) a Pair of Metal Shod Boots of Speed [6,+11] (+8)
   It increases your speed by 8.  


  [Character Inventory]

a) 3 Books of Magic Spells [Magic for Beginners] {@m1@b1@G1}
b) 2 Books of Magic Spells [Conjurings and Tricks] {@m2@b2@G2}
c) 3 Books of Magic Spells [Incantations and Illusions] {@m3@b3@G3}
d) 3 Books of Magic Spells [Sorcery and Evocations] {@m4@b4@G4}
e) 6 Books of Magic Spells [Resistances of Scarabtarices] {@m5@b5@G5}
   It cannot be harmed by the elements.  
f) 4 Books of Magic Spells [Raal's Tome of Destruction] {@m6@b6@G6}
   It cannot be harmed by the elements.  
g) 5 Books of Magic Spells [Mordenkainen's Escapes] {@m7@b7@G7}
   It cannot be harmed by the elements.  
h) 2 Books of Magic Spells [Tenser's Transformations] {@m8@b8@G8}
   It cannot be harmed by the elements.  
i) 2 Books of Magic Spells [Kelek's Grimoire of Power] {@m9@b9@G9}
   It cannot be harmed by the elements.  
j) 5 Potions of Healing
k) a Potion of *Healing*
l) 6 Potions of Restore Mana
m) a Scroll of *Enchant Armor*
n) 2 Scrolls of Holy Chant
o) a Scroll of Protection from Evil
p) a Rod of Healing (charging)
   It cannot be harmed by electricity.  
q) a Ring of Speed (+11)
   It increases your speed by 11.  
r) The Shield of Deflection of Gil-galad [10,+20] (+5)
   It increases your wisdom and charisma by 5.  It provides resistance to 
   acid, lightning, dark, and disenchantment.  It sustains your wisdom, 
   dexterity, and charisma.  It lights the dungeon around you.  It
   activates for starlight (10d8) every 100 turns.  It cannot be harmed by
   the elements.  
s) 25 Arrows of Venom (1d4) (+10,+5) {@f8=g}
   It is branded with poison.  
t) 3 Arrows of Frost (1d4) (+9,+7) {@f6=g}
   It is branded with frost.  It cannot be harmed by cold.  
u) 29 Mithril Arrows (3d4) (+4,+6) {@f3=g}
   It cannot be harmed by acid and fire.  


  [Home Inventory]

a) 5 Books of Magic Spells [Tenser's Transformations] {@m8@b8@G8}
   It cannot be harmed by the elements.  
b) 16 Potions of *Healing*
c) 3 Potions of Life
d) 45 Potions of Restore Mana
e) 19 Scrolls of *Identify*
f) 19 Scrolls of Enchant Weapon To-Hit
g) 38 Scrolls of Enchant Weapon To-Dam
h) a Ring of Speed (+11)
   It increases your speed by 11.  
i) The Amulet of Carlammas (+2)
   It increases your constitution by 2.  It provides resistance to fire.  
   It activates for protection from evil every 225+d225 turns.  It cannot
   be harmed by the elements.  
j) The Amulet of Ingwe (+3)
   It increases your intelligence, wisdom, and charisma by 3.  It
   increases your infravision by 3.  It provides resistance to acid, 
   lightning, and cold.  It grants you immunity to paralysis and the
   ability to see invisible things.  It activates for dispel evil (x5)
   every 50+d50 turns.  It cannot be harmed by the elements.  
k) 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.  
l) The Full Plate Armour of Isildur [25,+25] (+1)
   It increases your constitution by 1.  It provides resistance to acid, 
   lightning, fire, cold, confusion, sound, and nexus.  It cannot be
   harmed by the elements.  
m) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4)
   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.  
n) The Leather Scale Mail 'Thalkettoth' (-1) [11,+25] (+3)
   It increases your dexterity by 3.  It increases your speed by 3.  It
   provides resistance to acid and shards.  It cannot be harmed by the
   elements.  
o) The Cloak 'Colannon' [1,+15] (+3)
   It increases your stealth and speed by 3.  It provides resistance to 
   nexus.  It activates for teleport every 45 turns.  It cannot be harmed
   by the elements.  
p) The Jewel Encrusted Crown of Numenor [0,+18] (+3)
   It increases your intelligence, dexterity, and charisma by 3.  It
   increases your searching and speed by 3.  It provides resistance to 
   cold, light, dark, blindness, sound, and shards.  It lights the dungeon
   around you.  It grants you immunity to paralysis and the ability to see
   invisible things.  It cannot be harmed by the elements.  
q) The Iron Helm of Dor-Lomin [5,+20] (+4)
   It increases your strength, dexterity, and constitution by 4.  It
   provides resistance to acid, lightning, fire, cold, and fear.  It 
   lights the dungeon around you.  It grants you the power of telepathy
   and the ability to see invisible things.  It cannot be harmed by the
   elements.  
r) The Set of Cesti of Fingolfin (+10,+10) [5,+20] (+4)
   It increases your dexterity by 4.  It provides resistance to acid.  It
   grants you immunity to paralysis.  It activates for a magical arrow
   (150) every 30+d30 turns.  It cannot be harmed by the elements.  
s) 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.  
t) The Long Sword 'Anduril' (3d5) (+10,+15) [+10] (+4)
   It increases your strength and dexterity by 4.  It slays orcs, trolls, 
   undead, and all evil creatures.  It is branded with fire.  It provides
   resistance to fire, fear, and disenchantment.  It sustains your 
   strength and dexterity.  It is blessed by the gods.  It grants you 
   immunity to paralysis and the ability to see invisible things.  It
   activates for fire ball (72) every 40 turns.  It cannot be harmed by
   the elements.  
u) The Scimitar 'Haradekket' (2d5) (+9,+11) (+2)
   It increases your dexterity by 2.  It increases your attack speed by 2.
   It slays animals, undead, and all evil creatures.  It grants you the
   ability to see invisible things.  It cannot be harmed by the elements.  
   
v) The Beaked Axe of Theoden (2d6) (+8,+10) (+3)
   It increases your wisdom and constitution by 3.  It slays dragons.  It 
   slows your metabolism.  It grants you the power of telepathy.  It
   activates for drain life (120) every 40 turns.  It cannot be harmed by
   the elements.  
w) The Great Axe of Durin (4d4) (+10,+20) [+15] (+3)
   It increases your strength and constitution by 3.  It increases your 
   tunneling by 3.  It slays orcs, trolls, and demons, and it is
   especially deadly against dragons.  It is branded with acid and fire.  
   It provides resistance to acid, fire, fear, light, dark, confusion, and 
   chaos.  It grants you immunity to paralysis.  It cannot be harmed by
   the elements.  
x) The Quarterstaff 'Eriril' (1d9) (+3,+5) (+4)
   It increases your intelligence and wisdom by 4.  It slays all evil
   creatures.  It provides resistance to light.  It lights the dungeon
   around you.  It grants you the ability to see invisible things.  It
   activates for identify every 10 turns.  It cannot be harmed by the
   elements.  


  [Options]

Adult: Allow purchase of stats using points  : no  (adult_point_based)
Adult: Allow specification of minimal stats  : yes (adult_auto_roller)
Adult: Maximize effect of race/class bonuses : yes (adult_maximize)
Adult: Preserve artifacts when leaving level : yes (adult_preserve)
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: Randomize some of the artifacts (beta): no  (adult_rand_artifacts)
Adult: Don't stack objects on the floor      : no  (adult_no_stacking)
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 20.3.2004 04:31
Last updated on 18.6.2004 02:04

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1368. on the Ladder (of 19092)
210. on the Angband Ladder (of 6562)
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Comments

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On 31.3.2004 02:47 garnet@aufait.net wrote:
Not the greatest kit; but, the character is starting to show promise.

On 13.4.2004 15:59 loefftj@yahoo.com wrote:
If you were to swap to Thorin you could also swap out the +6 =oCon for the =oSpeed and still have 18/200 Con. All you would lose is resNeth which is overrated anyway. Plus you would gain resSound and resChaos. Both of which I would rather have over nether resist.


On 14.4.2004 04:48 garnet@aufait.net wrote:
Thanks for the suggestion. The swap only leaves me with 18/180; but, the increase in speed should make up for the lost HP. I will have to start toting more Restore Life potions to make of for the loss of nether.

On 19.4.2004 17:55 loefftj@yahoo.com wrote:
Too bad you don't have another source of confusion resist. An "oMagi or cloak of Aman with conf resist would really help you out.

On 20.4.2004 00:02 garnet@aufait.net wrote:
I got mauled by some Time Hounds. It is a sad commentary that I have gotten to dl 2600', and the best cloak I have found was one of stealth.

On 25.4.2004 00:50 garnet@aufait.net wrote:
I am having a difficult time at my current level even though I have every resist except nether and blindness. It seems that everything I fight resists my enchanted ammo so the bow does very little damage. I will stay at this level until I advance a level or two.

On 25.4.2004 03:18 neo@nowhere.invalid wrote:
You really, really need to cover blindness resist at that depth! It will probably also help when you find another spellbook...

On 26.4.2004 00:02 garnet@aufait.net wrote:
I don't find the lack of RoBlindness being that much of a handicap since I have ESP along with RoLight and RoDark. Blindness doesn't effect the missle weapon or fighting. If I need to cast a spell to get out of there, I can just cure it with a potion or mushroom. I find the lack of RoNether more of a problem. Nether attacks do some serious damage.

On 26.4.2004 23:23 neo@nowhere.invalid wrote:
Problem being, if you get blinded it will take you 2 rounds to try to escape: one to unblind yourself and another to teleport or whatever. And of course before you get the chance to teleport, you might be dead, or at least blinded again. At least carry a staff of teleportation.

On 27.4.2004 04:17 garnet@aufait.net wrote:
Finally made level 50! I need to find some way to do more damage. Uniques are giving me fits because they resist all the elements. Although I could go toe-to-toe for awhile (except the ones that have disenchant), it uses up too many precious Health potions.

On 27.4.2004 04:27 garnet@aufait.net wrote:
RE: Blindness
I am careful when I am blinded. I can usually determine if I am going to be able to take the monster or not long before I get into serious HP trouble because of my high (for a mage) HP and all the resistances are covered except nether. And, if I do get in trouble, I can always pop a PoHealth to cure the blindness and give me more HP at one swoop. It involves some risk; but, I think it would be risker to give up ESP or one of the major resists in order to get Roblindness.

RE; SoTelport: I usually do carry them when I find them. but, I end up ditching them when I need the slot for artifacts, etc. Since I usually save in town, I had ditched it for the needed slot.

On 16.5.2004 02:13 garnet@aufait.net wrote:
My best Angband character yet! Hopefully, I can keep this one alive long enough to actually win.

On 31.5.2004 19:39 garnet@aufait.net wrote:
I rearranged my kit so that I now have resistances for everything; and I have immuntities to acid, fire, and lighting. It reduced my unhasted speed from 27 to 21 and my melee damage has dropped. I will play with this arrangement for awhile to see how it works.

On 18.6.2004 02:04 garnet@aufait.net wrote:
Stupid! Stupid! Stupid!

I was trying to conserve the heal spells since there were several occasions where I ran out of them. I tended to wait to the "last minute" before using them. That, coupled with the fact that I didn't notice that I lost my temp cold resistance, resulted in YASD. Penny wise and pound foolish.

So close, yet so far. Hopefully, my next one will actually make it all the way.

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