The Angband Ladder: Solo-man, High-Elf Rogue by Donald Jonker

  [Angband 3.1.1 dev (r1283) Character Dump]

 Name   Solo-man                                 Self  RB  CB  EB   Best
 Sex    Male         Age            119   STR:  18/10  +1  +2  +0  18/40
 Race   High-Elf     Height          81   INT:     12  +3  +1  +2     18
 Class  Rogue        Weight         192   WIS:      9  -1  -2  +0      6
 Title  Filcher      Social  Well-liked   DEX:     17  +3  +3  +5 18/100
 HP     -22/340      Maximize         Y   CON:     17  +1  +1  +4  18/50
 SP     37/37                             CHR:     12  +5  -1  +0     16


 Level               28   Armor    [28,+49]     Saving Throw         76%
 Cur Exp          91544   Fight     (+6,+3)     Stealth           Heroic
 Max Exp          93715   Melee   (+27,+13)     Fighting          Heroic
 Adv Exp         112500   Shoot    (+14,+7)     Shooting          Heroic
 MaxDepth   3150' (L63)   Blows      3/turn     Disarming            97%
 Turns           304370   Shots      1/turn     Magic Device      Superb
 Gold             45210   Infra       40 ft     Perception       1 in 12
 Burden       158.8 lbs   Speed      Normal     Searching            35%

 You are one of several children of a Telerin Archer.  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]

> You have 6 charges remaining.
> The Death mold releases spores at you.
> *** LOW HITPOINT WARNING! ***
> Your Zweihander of Gondolin (a) was disenchanted!
> The Death mold releases spores at you.
> *** LOW HITPOINT WARNING! ***
> Your Elven Cloak of Stealth (h) was disenchanted!
> The Death mold releases spores at you.
> *** LOW HITPOINT WARNING! ***
> You feel your life draining away!
> The Death mold releases spores at you.
> *** LOW HITPOINT WARNING! ***
> Your Metal Cap of Intelligence (j) was disenchanted!
> The Death mold releases spores at you.
> You die.

Killed by a Death mold.

  [Character Equipment]

a) a Zweihander of Gondolin (3d6) (+21,+10)
     Provides resistance to dark.
     Cannot be harmed by acid, fire.
     Prevents paralysis.
     Grants telepathy.
     Grants the ability to see invisible things.
     Radius 1 light.
     With this weapon, you would currently get 3 blows per round.  Each
     blow will do an average damage of 48.8 against orcs, 48.8 against
     trolls, 48.8 against dragons, 48.8 against demons, and 25.7
     against normal creatures.
     
     With this item, you can expect to clear rubble in 5.0 turns, magma
     veins in 13 turns, quartz veins in 40 turns, and not affect 
     granite.
b) a Long Bow (x3) (+8,+7)
c) a Ring of Dexterity (+3)
     +3 dexterity.
     Sustains dexterity.
d) a Ring of Constitution (+4)
     +4 constitution.
     Sustains constitution.
e) an Amulet of Regeneration
     Speeds regeneration.
f) The Phial of Ranarda (+1)
     +1 stealth.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it lights up the surrounding area, hurting light-s
     ensitive creatures.
     It takes 11 to 20 turns to recharge after use.
     Radius 3 light.
g) Leather Scale Mail of Resist Cold (-1) [10,+14]
     Provides resistance to cold.
     Cannot be harmed by cold.
h) an Elven Cloak of Stealth [6,+9] (+4 stealth)
     +4 stealth.
i) a Leather Shield of Elvenkind [6,+9] (+1 stealth)
     +1 stealth.
     Provides resistance to acid, lightning, fire, cold, light.
     Cannot be harmed by acid, electricity, fire, cold.
j) a Metal Cap of Intelligence [3,+4] (+2)
     +2 intelligence.
     Sustains intelligence.
k) a Set of Leather Gloves of Agility [1,+6] (+2)
     +2 dexterity.
l) a Pair of Leather Boots of Free Action [2,+1]
     Prevents paralysis.


  [Character Inventory]

a) a Book of Magic Spells [Magic for Beginners] {@m1@b1@G1}
b) a Book of Magic Spells [Incantations and Illusions] {@m3@b3@G3}
c) a Book of Magic Spells [Resistances of Scarabtarices] {@m5@b5@G5!d!s!v}
     Cannot be harmed by acid, electricity, fire, cold.
d) 11 Potions of Cure Critical Wounds
e) a Potion of Life
     It can be thrown at creatures with damaging effect.
f) 2 Potions of Restore Life Levels
g) 20 Scrolls of Phase Door {@r5}
h) 7 Scrolls of Magic Mapping {@r0}
i) 4 Scrolls of Word of Recall {!*!*}
j) 2 Rods of Treasure Location {@z3!!}
k) a Wand of Fire Bolts (11 charges)
l) a Wand of Stone to Mud (6 charges)
m) 2 Staves of Mapping (4 charges) {@u3}
n) 2 Staves of Teleportation (6 charges) {!*}
o) 2 Staves of Identify (12 charges) {@u1}
p) a Leather Shield of Resist Cold [6,+13]
     Provides resistance to cold.
     Cannot be harmed by cold.
q) a Set of Caestus (+0,+3) [2,+7]
r) 18 Arrows of Flame (1d4) (+13,+7)
     Cannot be harmed by fire.
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 151.4 against
     fire-vulnerable creatures, and 50.5 against normal creatures.
     35% chance of breaking upon contact.
s) 9 Arrows (1d4) (+6,+4) {@f0}
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 41.3 against
     normal creatures.
     35% chance of breaking upon contact.
t) 98 Arrows (1d4) (+0,+0)
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 28.7 against
     normal creatures.
     35% chance of breaking upon contact.


  [Home Inventory]

a) a Book of Magic Spells [Incantations and Illusions] {@m3@b3@G3}
b) a Book of Magic Spells [Resistances of Scarabtarices] {@m5@b5@G5!d!s!v}
     Cannot be harmed by acid, electricity, fire, cold.
     
c) a Book of Magic Spells [Raal's Tome of Destruction] {@m6@b6@G6!d!s!v}
     Cannot be harmed by acid, electricity, fire, cold.
     
d) 2 Potions of Healing
     
     When ingested, it heals you a really large amount (35% of max HP, 
     minimum 300HP), heals cut damage, and cures stunning, poisoning, b
     lindness, and confusion.
     Provides nourishment for about 100 turns under normal conditions.
e) a Potion 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.
f) a Potion of Restore Mana
     When ingested, it restores your mana points to maximum.
g) 7 Potions of Restore Life Levels
     When ingested, it restores your experience.
h) 2 Scrolls of *Destruction*
     When read, it destroys an area around you in the shape of a circle 
     radius 15, and blinds you for 1d10+10 turns.
i) a Staff of *Destruction* (3 charges)
     
     When used, it destroys an area around you in the shape of a circle 
     radius 15, and blinds you for 1d10+10 turns.
j) a Staff of Teleportation (7 charges) {!*}
     
     When used, it teleports you randomly up to 100 squares away.
k) a Ring of Strength (+4)
     +4 strength.
     Sustains strength.
     
l) a Ring of Intelligence (+3)
     +3 intelligence.
     Sustains intelligence.
     
m) a Ring of Acid [+13]
     It is branded with acid.
     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 51 to 100 turns to recharge after use.
n) a Ring of Damage (+0,+12)
o) The Studded Leather Armour 'Bauglim' (+5,+0) [6,+20] (+2)
     +2 dexterity, constitution.
     Provides resistance to fear, light, dark, shards, nether.
     Cannot be harmed by acid, electricity, fire, cold.
     Stops experience drain.
     Grants the ability to see invisible things.
     Aggravates creatures nearby.
     
p) a Set of Mithril Gauntlets of Free Action [5,+15]
     Cannot be harmed by acid.
     Prevents paralysis.
     
q) a Set of Caestus of Slaying (+4,+8) [2,+10]
r) a Pair of Leather Boots of Stability [2,+9]
     Provides resistance to nexus.
     Feather Falling.
     
s) a Dagger of Extra Attacks (1d4) (+8,+11) (+2)
     +2 attack speed.
     
     With this weapon, you would currently get 7 blows per round.  Each
     blow will do an average damage of 16.9 against normal creatures.
     
     With this item, you can expect to clear rubble in 9.5 turns, magma
     veins in 36 turns, quartz veins in 800 turns, and not affect 
     granite.
t) a Dagger (Blessed) (1d4) (+8,+8) (+1)
     +1 wisdom.
     Blessed by the gods.
     Stops experience drain.
     
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 13.8 against normal creatures.
     
     With this item, you can expect to clear rubble in 9.5 turns, magma
     veins in 36 turns, quartz veins in 800 turns, and not affect 
     granite.
u) a Zweihander of Extra Attacks (3d6) (+8,+7) (+1)
     +1 attack speed.
     
     With this weapon, you would currently get 4 blows per round.  Each
     blow will do an average damage of 22 against normal creatures.
     
     With this item, you can expect to clear rubble in 5.0 turns, magma
     veins in 13 turns, quartz veins in 40 turns, and not affect 
     granite.
v) The Glaive of Beregorn (2d6) (+8,+10) (+2)
     +2 intelligence, constitution, speed.
     It is a great bane of undead.
     Provides resistance to nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it detects treasure, traps, doors, stairs, and all 
     creatures nearby.
     It takes 56 to 110 turns to recharge after use.
     With this weapon, you would currently get 3 blows per round.  Each
     blow will do an average damage of 51.7 against undead, and 21.5
     against normal creatures.
     
     With this item, you can expect to clear rubble in 5.1 turns, magma
     veins in 14 turns, quartz veins in 42 turns, and not affect 
     granite.
w) 26 Arrows of Slay Evil (1d4) (+9,+8)
     It is especially deadly to evil creatures.
     
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 107.1 against
     evil creatures, and 53.5 against normal creatures.
     35% chance of breaking upon contact.


  [Options]

Maximize effect of race/class bonuses        : yes (adult_maximize)
Randomize some of the artifacts (beta)       : yes (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 9.3.2009 01:29

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13124. on the Ladder (of 19090)
5079. on the Angband Ladder (of 6561)
12. for this player (

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On 9.3.2009 01:35 Donald Jonker wrote:
First death to a death mold; I feel honored.

Also first go at randarts in vanilla. I thought I'd read that aggravation had been removed from them.. maybe that was just a proposal. I'll probably stick to the standard set from now on until it is, though I did find a very nice glaive.. but ESP on the Gondolin weapon beat it out. Aggravation is just such a deal-breaker.

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