The Angband Ladder: Kain, High-Elf Rogue by bebo
[Angband 3.1.1 dev (r1266) Character Dump] Name Kain Self RB CB EB Best Sex Male Age 130 Str! 18/100 +1 +2 +16 18/*** 18/*** Race High-Elf Height 85 INT! 18/100 +3 +1 +7 18/210 Class Rogue Weight 178 WIS! 18/100 -1 -2 +11 18/180 Title ***WINNER*** Social Role model DEX! 18/100 +3 +3 +13 18/*** HP 776/1011 Maximize Y CON! 18/100 +1 +1 +15 18/*** SP 136/331 Chr! 18/100 +5 -1 +5 18/190 18/40 Level 49 Armor [62,+173] Saving Throw 100% Cur Exp 9347494 Fight (+104,+52) Stealth Superb Max Exp 9347494 Melee (+123,+73) Fighting Legendary Adv Exp 10125000 Shoot (+113,+13) Shooting Legendary MaxDepth 5000' (L100) Blows 5/turn Disarming 100% Turns 667676 Shots 1/turn Magic Device Legendary Gold 11432150 Infra 40 ft Perception 1 in 12 Burden 345.4 lbs Speed 20 Searching 35% You are the only child of a Telerin Ranger. You have light grey eyes, straight black hair, and a fair complexion. 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:............. [Last Messages] > The Horned Reaper misses you. > The Horned Reaper hits you. > The Horned Reaper misses you. > You can learn 4 more spells. > Looks like any other level. > There is a searing blast of light! > You have 6 Scrolls titled "lentudeo nus" of *Destruction* {!*} (m). > You see a Massive Iron Crown [0]. > You have a Massive Iron Crown [0] (s). > You see a Mighty Hammer (9d9). > You have a Mighty Hammer (9d9) (u). > You sense no magic objects. > In your pack: The Massive Iron Crown of Morgoth [0,+0] (+125) {cursed} (s). > You feel the Mighty Hammer (u) in your pack is special... > In your pack: The Mighty Hammer 'Grond' (9d9) (+5,+25) [+10] (u). Killed by Ripe Old Age. [Character Equipment] a) The Great Hammer of Aule (9d3) (+19,+21) [+5] (+4) +4 wisdom, tunneling. Provides resistance to acid, lightning, fire, cold, fear, nexus. Cannot be harmed by acid, electricity, fire, cold. 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 120.2 against evil creatures, 141.6 against demons, 141.6 against undead, 141.6 against acid-vulnerable creatures, 184.4 against dragons, and 98.7 against normal creatures. With this item, you can expect to clear rubble in 1.0 turn, magma veins in 2.1 turns, quartz veins in 4.6 turns, and granite in 11 turns. b) The Light Crossbow 'Cubragol' (x3) (+9,+13) (+10) +10 speed. Provides resistance to fire. Cannot be harmed by acid, electricity, fire, cold. c) 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 767 to 1140 turns to recharge after use at your current speed. d) 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 767 to 1140 turns to recharge after use at your current speed. e) a Sea Shell Amulet of Weaponmastery (+4,+4) (+3) +3 strength. Provides resistance to fear, disenchantment. Sustains strength, constitution. Prevents paralysis. f) The Arkenstone of Thrain (charging) {!!} 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, traps, doors, stairs, and all creatures nearby. It takes 117 to 228 turns to recharge after use at your current speed. Radius 3 light. g) The Adamantite Plate Mail 'Soulkeeper' (-4) [40,+20] (+2) (charging) {!!} +2 constitution. Provides resistance to acid, cold, fear, dark, confusion, nexus, nether, chaos. Cannot be harmed by acid, electricity, fire, cold. Sustains constitution. Stops experience drain. When activated, it heals 1000 hit points. It takes 1687 turns to recharge after use at your current speed. h) The Cloak 'Holcolleth' [1,+9] (+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 209 turns to recharge after use at your current speed. i) The Small Metal Shield of Thorin [4,+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 117 to 228 turns to recharge after use at your current speed. l) a Pair of Mithril Shod Boots of Speed [7,+14] (+9) +9 speed. Cannot be harmed by acid. [Character Inventory] a) 3 Books of Magic Spells [Magic for Beginners] {@m1@b1} b) 5 Books of Magic Spells [Conjurings and Tricks] {@m2@b2} c) 2 Books of Magic Spells [Incantations and Illusions] {@m3@b3} d) 2 Books of Magic Spells [Sorcery and Evocations] {@m4@b4} e) 3 Books of Magic Spells [Resistances of Scarabtarices] {@m5@b5} Cannot be harmed by acid, electricity, fire, cold. f) 3 Books of Magic Spells [Mordenkainen's Escapes] {@m7@b7} Cannot be harmed by acid, electricity, fire, cold. g) 3 Books of Magic Spells [Tenser's Transformations] {@m8@b8} Cannot be harmed by acid, electricity, fire, cold. h) 28 Light Green Potions of Cure Critical Wounds i) 8 Dark Red Potions of Healing {!*} j) 2 Shimmering Potions of *Healing* {!*} It can be thrown at creatures with damaging effect. k) 5 Green Potions of Life {!*} It can be thrown at creatures with damaging effect. l) 20 Scrolls titled "ilicior igem" of Phase Door m) 6 Scrolls titled "lentudeo nus" of *Destruction* {!*} n) 5 Tin-Plated Rods of Probing (1 charging) o) a Copper Rod of Healing (charging) {!!} Cannot be harmed by electricity. p) 7 Silver-Plated Rods of Teleport Other (2 charging) {!!} q) The Ring of Power 'Narya' (+6,+6) (+1) (charging) {!!} +1 strength, intelligence, wisdom, dexterity, constitution, charisma, speed. Provides immunity to fire. Provides resistance to fire, fear. Cannot be harmed by acid, electricity, fire, cold. Sustains strength, constitution. Slows your metabolism. Speeds regeneration. Prevents paralysis. Grants telepathy. Grants the ability to see invisible things. When activated, it grants you protection from evil for 1d25 plus 3 times your character level turns. It takes 775 to 1520 turns to recharge after use at your current speed. r) 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 760 turns to recharge after use at your current speed. s) The Massive Iron Crown of Morgoth [0,+0] (+125) {cursed} Permanently cursed. +125 strength, intelligence, wisdom, dexterity, constitution, charisma, infravision. 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. t) The Main Gauche of Azaghal (2d5) (+12,+14) Provides immunity to fire. Provides resistance to acid, 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 102.8 against dragons, and 75.2 against normal creatures. With this item, you can expect to clear rubble in 1.9 turns, magma veins in 4.3 turns, quartz veins in 9.6 turns, and granite in 25 turns. u) The Mighty Hammer 'Grond' (9d9) (+5,+25) [+10] 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 3 blows per round. Each blow will do an average damage of 256.3 against animals, 256.3 against evil creatures, 335.5 against orcs, 335.5 against trolls, 493.9 against dragons, 493.9 against demons, 493.9 against undead, and 177.1 against normal creatures. Sometimes creates earthquakes on impact. With this item, you can expect to clear rubble in 1 turn, magma veins in 2.1 turns, quartz veins in 4.4 turns, and granite in 10 turns. [Home Inventory] a) 59 Light Green Potions of Cure Critical Wounds When ingested, it heals you a large amount (1/4 of your wounds, mi nimum 30HP), heals cut damage, and cures stunning, poisoning, blin dness, and confusion. Provides nourishment for about 75 turns under normal conditions. b) 9 Cyan Potions of Restore Mana {!*} When ingested, it restores your mana points to maximum. c) 9 Magnesium Wands of Teleport Other (33 charges) When aimed, it teleports a target monster away. d) 5 Silver Staves of *Destruction* (16 charges) {!*} When used, it destroys an area around you in the shape of a circle radius 15, and blinds you for 1d10+10 turns. e) 5 Hawthorn Staves of Healing (17 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. f) 4 Bamboo Staves of Banishment (12 charges) {!*} When used, it removes all non-unique monsters represented by a cho sen symbol from the level, dealing you damage in the process. g) 5 Cottonwood Staves of the Magi (15 charges) {!*} When used, it restores both intelligence and manapoints to maximum. h) a Moonstone Ring of Speed (+11) +11 speed. i) The Ring of Barahir (+1) +1 strength, intelligence, wisdom, dexterity, constitution, charisma, stealth. Provides resistance to poison, dark. Cannot be harmed by acid, electricity, fire, cold. j) The Ring of Tulkas (+4) {!!} +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 573 to 1140 turns to recharge after use at your current speed. k) The Amulet of Ingwe (+3) {!!} +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 193 to 380 turns to recharge after use at your current speed. l) The Jewel 'Evenstar' {!!} Provides resistance to cold, dark. Cannot be harmed by acid, electricity, fire, cold. Sustains intelligence, wisdom, constitution. Stops experience drain. When activated, it restores your experience to full. It takes 570 turns to recharge after use at your current speed. m) The Star of Elendil {!!} Cannot be harmed by acid, electricity, fire, cold. Grants the ability to see invisible things. When activated, it maps the area around you. It takes 193 to 380 turns to recharge after use at your current speed. Radius 3 light. n) The Multi-Hued Dragon Scale Mail 'Razorback' (-4) [30,+25] {!!} Provides immunity to lightning. Provides resistance to acid, lightning, fire, cold, poison, light, dark. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. Grants the ability to see invisible things. Aggravates creatures nearby. When activated, it fires a ball of electricity in all directions, each one causing 150 damage. It takes 3800 turns to recharge after use at your current speed. Radius 1 light. o) The Chain Mail of Arvedui (-2) [14,+15] (+2) +2 strength, charisma. Provides resistance to acid, lightning, fire, cold, shards, nexus. Cannot be harmed by acid, electricity, fire, cold. p) The Full Plate Armour of Isildur [26,+24] (+1) +1 constitution. Provides resistance to acid, lightning, fire, cold, confusion, sound, nexus. Cannot be harmed by acid, electricity, fire, cold. q) 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. r) 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. s) The Iron Helm 'Holhenneth' [5,+10] (+2) {!!} +2 intelligence, wisdom. +10% to 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, traps, doors, stairs, and all creatures nearby. It takes 212 to 418 turns to recharge after use at your current speed. t) The Bastard Sword 'Calris' (5d4) (+4,+20) (+5) +5 constitution. It is especially deadly to evil creatures, trolls, demons. It is a great bane of dragons. Provides resistance to disenchantment. Cannot be harmed by acid, electricity, fire, cold. Aggravates creatures nearby. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 105.4 against evil creatures, 120.2 against trolls, 120.2 against demons, 149.7 against dragons, and 90.7 against normal creatures. With this item, you can expect to clear rubble in 1.7 turns, magma veins in 3.8 turns, quartz veins in 8.5 turns, and granite in 22 turns. u) The Spear of Orome (4d6) (+15,+15) (+4) {!!} +4 intelligence, infravision, speed. It is especially deadly to animals, giants. It is branded with flames. 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 19 turns to recharge after use at your current speed. Radius 1 light. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 101.7 against animals, 117.8 against giants, 117.8 against fire-vulnerable creatures, and 85.6 against normal creatures. With this item, you can expect to clear rubble in 1.9 turns, magma veins in 4.2 turns, quartz veins in 9.4 turns, and granite in 25 turns. v) The Mace 'Taratol' (3d4) (+12,+12) {!!} It is a great bane of dragons. It is branded with lightning. Provides immunity to lightning. Provides resistance to lightning. Cannot be harmed by acid, electricity, fire, cold. When activated, it hastens you for d20+20 turns. It takes 383 to 760 turns to recharge after use at your current speed. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 94.5 against electricity-vulnerable creatures, 112.8 against dragons, and 76.2 against normal creatures. With this item, you can expect to clear rubble in 1.6 turns, magma veins in 3.6 turns, quartz veins in 8.0 turns, and granite in 20 turns. w) 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. x) 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. [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 28.2.2009 20:07
5708. on the Ladder (of 19090)
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